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2016 (13)

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Book
STEM Learning : IT Integration and Collaborative Strategies
Authors: --- --- --- ---
ISBN: 3319261770 3319261797 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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Abstract

This book reports the results of a three-year research program funded by the National Science Foundation which targeted students and teachers from four Detroit high schools in order for them to learn, experience, and use IT within the context of STEM (IT/STEM), and explore 21st century career and educational pathways. The book discusses the accomplishment of these goals through the creation of a Community of Designers-- an environment in which high school students and teachers, undergraduate/graduate student assistants, and STEM area faculty and industry experts worked together as a cohesive team. The program created four project-based design teams, one for each STEM area. Each team had access to two year-round IT/STEM enrichment experiences to create high-quality learning projects, strategies, and curriculum models. These strategies were applied in after school, weekend, and summer settings through hands-on, inquiry-based activities with a strong emphasis on non-traditional approaches to learning and understanding. The book represents the first comprehensive description and analysis of the research program and suggests a plan for future development and refinement. .


Book
Mastering Articulate Storyline : build up your e-learning development skills with Articulate Storyline
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ISBN: 1783550929 9781783550920 1783550910 9781783550913 Year: 2016 Publisher: Birmingham : Packt Publishing,

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About This BookDevelop interactive e-learning projects using advanced techniquesImpress your clients and/or audience with out-of-the-box interactionsStep-by-step walkthroughs provide practical solutionsWho This Book Is For This book is for anyone experienced in using the basic functions of Articulate Storyline who are yearning to learn more. It's designed to provide a brief overview of key concepts, to help you refresh your knowledge of common functions, and teach you how to push Storyline to the limit! What You Will LearnFamiliarize yourself with best practices for e-learning developmentReview key Storyline concepts before diving in deep with developmentDiscover new ways of working within Storyline to extend slide content and enhance interactivityPersonalize your story with advanced variable-based interactionsSee how JavaScript can be used in your stories to do some really neat thingsAssess your learners using customized assessment options and find out how to troubleshoot common issuesCustomize your story and prepare it for publishingIn Detail Storyline is a powerful e-learning authoring tool that allows you to take your creativity to the next level. However, more often than not, projects don't require such complex interactions, leaving Storyline's full capabilities untapped. This book will provide you with the information you need to take your Storyline development up a notch by leveraging the full suite of possibilities Storyline has to offer. You will be provided with a refresher of the key concepts before we take you deep into the exciting world of enhanced interactivity, variables, and even some JavaScript-oh my! With downloadable activities, you can either follow along and compare your output, use the activities as they are, modify the activities to suit your own needs, or reverse-engineer the activities to better understand how they were developed.


Book
Practical GameMaker: Studio : Language Projects
Author:
ISBN: 148422373X 1484223721 Year: 2016 Publisher: Berkeley, CA : Apress : Imprint: Apress,

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Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you’ll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color, using version 1.4. After each section you’ll see how you’ll apply what you’ve learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you’re using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects< Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML.


Multi
Copyright and e-learning : a guide for practitioners
Authors: ---
ISBN: 178330149X 9781783301492 1783300604 1783301139 9781783300600 9781783301133 Year: 2016 Publisher: London : Facet,

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Jane Secker and Chris Morrison have completely revised and updated this highly successful text to take into account recent developments in the field and changes to the law in the UK and elsewhere in the world. Through its practically based overview of current and emerging copyright issues facing those working in e-learning, this book will help equip professionals with the tools, skills and understanding they need to work confidently and effectively in the virtual learning environment with the knowledge that they are doing so legally. New and developing services, software and other technologies are being adapted for online learning environments to engage students and academic staff. These technologies present increasing challenges to IPR and legal issues and this book will help librarians and educators to meet them.


Book
Motivation in Online Education
Author:
ISBN: 9811006989 9811007004 Year: 2016 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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This work explores and explicates learner motivation in online learning environments. More specifically, it uses a case-study approach to examine undergraduate students’ motivation within two formal and separate online learning contexts. In doing so, it recognizes the mutually constitutive relationship of the learner and the learning environment in relation to motivation. This is distinctive from other approaches that tend to focus on designing and creating motivating environments or, alternatively, concentrate on motivation as a stable learner characteristic. In particular, this book identifies a range of factors that can support or undermine learner motivation and discusses each in detail. By unraveling the complexity of learner motivation in such environments, it provides useful guidelines for teachers, instructional designers and academic advisors tasked with building and teaching within online educational contexts.

Keywords

Education. --- Educational technology. --- Teaching. --- Learning & Instruction. --- Educational Technology. --- Teaching and Teacher Education. --- Motivation in education. --- Internet in education --- Education --- Computer-assisted instruction. --- Distance education --- Psychological aspects. --- Evaluation. --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Internet (Computer network) in education --- Academic motivation --- Data processing --- Academic achievement --- Learning, Psychology of --- Motivation (Psychology) --- Educational technology --- Programmed instruction --- Telematics --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Learning. --- Instruction. --- Didactics --- School teaching --- Schoolteaching --- Instructional systems --- Pedagogical content knowledge --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Learning process --- Comprehension --- Aids and devices


Book
Mass Collaboration and Education
Authors: --- ---
ISBN: 331913535X 3319135368 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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Mass collaboration on Internet platforms like Wikipedia and Scratch, along with wider movements like the maker space and citizen science, are poised to have profound impacts on learning and education. Bringing together researchers from such fields as: psychology, education, information technology, and economics, the book offers a comprehensive overview of mass collaboration, novel, cross disciplinary, theoretical accounts, and methodological approaches for studying and improving these massively collaborative enterprises. The book is aimed to serve as an information source for researchers, educators, and designers of platforms and learning environments.


Book
The Future of Ubiquitous Learning : Learning Designs for Emerging Pedagogies
Authors: --- ---
ISBN: 3662477238 3662477246 Year: 2016 Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer,

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This book explores emerging pedagogical perspectives based on the design of new learning spaces supported by digital technologies and brings together some of the best research in this field. The book is divided into three themes: foundations of emerging pedagogies, learning designs for emerging pedagogies and, adaptive and personalized learning. The chapters provide up-to-date information about new pedagogical proposals, and examples for acquiring the requisite skills to both design and support learning opportunities that improve the potential of available technologies.


Book
Is technology good for education?
Author:
ISBN: 9780745696461 9780745696478 0745696465 0745696473 Year: 2016 Publisher: Cambridge Polity Press

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Today's schools, colleges and universities operate along high-tech lines, while new forms of online education have emerged to challenge the dominance of traditional institutions. Many experts believe that the rapid digitization of education over the past ten years has undoubtedly been a 'good thing.' Neil Selwyn challenges this received wisdom and questions the values, agendas and interests that stand to gain most from the rise of digital education. His concise, up-to-date analysis concludes by considering alternative approaches that might be capable of rescuing - and perhaps revitalizing - the ideals of public education, while not denying the possibilities of digital technology altogether. -- from back cover

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