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book (88)

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2017 (92)

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Book
Las TIC en el aula
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ISBN: 9875917869 9789875917866 9789875917484 9875917486 Year: 2017 Publisher: Córdoba, Argentina

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Book
Handbook on Digital Learning for K-12 Schools
Authors: ---
ISBN: 9783319338088 3319338080 3319338064 Year: 2017 Publisher: Springer International Publishing

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Abstract

This book guides the adoption, design, development and expectation of future digital teaching and learning projects/programs in K12 schools. It provides a series of case studies and reports experiences from international digital teaching and learning projects in K12 education. The book also furnishes advice for future school policy and investment in digital teaching and learning projects. Finally, the book provides an explanation of the future capacity and sustainability of digital teaching and learning in K12 schools.


Book
Las TIC en la educación superior : experiencias de innovación
Authors: ---
ISBN: 9587418557 9789587418552 Year: 2017 Publisher: Barranquilla : Universidad del Norte,


Periodical
Ukrainian Journal of Educational Studies and Information Technology.
Author:
ISSN: 25211234 Year: 2017 Publisher: [Melitopolʹ, Ukraine] : Profi.Net.Ua Group


Book
Digital personalization in early childhood : impact on childhood
Author:
ISBN: 1474290817 1474290809 1350105538 Year: 2017 Publisher: London, England : Bloomsbury Academic,


Book
Unplugging the classroom : teaching with technologies to promote students' lifelong learning
Authors: ---
ISBN: 9780081020364 0081020368 008102035X 9780081020357 Year: 2017 Publisher: Cambridge, Massachusetts : Chandos Publishing, an imprint of Elsevier,

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"... provides techniques to help teaching and learning in an age where technology untethers instruction from the classroom, from semester seat-time, and from a single source of expertise. The book brings together researchers and practitioners from diverse academic fields, including library perspectives, and presents interdisciplinary discussions from both theoretical and applied areas. It is unique in its goal of bringing educators and librarians together to explore the challenges that are faced by students and faculty in any time, any place, any path, and any pace learning. In spite of the fact that the mobile revolution has definitively arrived, students and faculty alike aren't ready to make the leap to mobile learning. The pressures of technological advances, along with the changing nature of learning, will demand increasingly profound changes in education. Researchers have begun to address this issue, but the revolution in mobile communication has not been accompanied by a concomitant growth in pedagogical resources for educators and students. More importantly, such growth needs to be under-girded by sound learning theories and examples of best practice."--


Book
Ambientes virtuales de aprendizaje
Author:
ISBN: 9587418603 9789587418606 Year: 2017 Publisher: Barranquilla (Colombia)


Book
New media and digital pedagogy
Author:
ISBN: 1498548520 1498548512 1498548539 9781498548526 9781498548519 Year: 2017 Publisher: Lanham, Maryland


Periodical
Indonesian journal of informatics education
Author:
ISSN: 25490389 Year: 2017 Publisher: Kartasura, Sukoharjo, Indonesia : Informatics Education Department, Faculty of Education and Teacher Training, Sebelas Maret University,


Book
Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Authors: ---
ISBN: 3319392980 3319392964 Year: 2017 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game. .

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