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In both education and training, teachers are faced with many and varied problems relating to their teaching and their students’ learning. Educational technology, in its widest sense, provides teachers with methods and tools which, if properly used, can alleviate some of these problems. The computer is one such tool, offering, within certain limitations, some possible solutions. Originally published in 1979, this book describes the use of the computer as a resource and as a manager in education and training. It discusses the use, potential and limitations of this technology in helping the teacher and trainer. Beginning with a consideration of the role of the computer as a mediator in the flow of information between the student and his learning environment, the book goes on to look at Computer Assisted Learning from an educational viewpoint, the strength and weaknesses of a number of different media, and the problems of managing modular courses and course structures and handling information on students’ performance and progress. A chapter on informatics and education addresses the problem of what both teachers and students should know about computers, while the final chapter examines the practical problems of prompting and organising the appropriate use of this technology.
Is the enormous financial investment school districts are making in computing technology a good idea? With a focus on educational computing, Education/Technology/Power examines how technological practices align with or subvert existing forms of dominance.
Computers, Curriculum, and Cultural Change: An Introduction for Teachers, Second Edition is a comprehensive introduction to using computers in educational settings. What distinguishes this text from others on the topic is its focus on: *the issue of how computers are redefining our culture and society and the work of schools; *the idea of using the computer as a tool for increasing efficiency and productivity in curriculum; and *the concept of the computer as a tool not only for efficiency, but actually as a means of enhancing intelligence. This text provides students with an introduction to basic computer skills and experience, enhanced by helpful pedagogical aids, including case studies and highlighted features, such as Portfolio Development, Reflective Practice, Computing Timelines, Filmographies, bibliographical sources, and a text-linked glossary of key computer terms. New in the Second Edition: In addition to being thoroughly updated, a new section has been added to Chapter 1, "Creating an Electronic Portfolio," with activities linked to the standards for educational computing established by the International Society for Technology in Education (ISTE). Electronic portfolio activities at the end of each chapter give students the hands-on practical skills they need and, at the same time, cover the necessary theoretical and conceptual material for an introductory educational computing course.
This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.
Mark Guzdial and Barb Ericson have a most effective method for teaching computing and Java programming in a context that readers find interesting: manipulating digital media. Readers get started right away by learning how to write programs that create interesting effects with sounds, pictures, web pages, and video. The authors use these multimedia applications to teach critical programming skills and principles like how to design and use algorithms, and practical software engineering methods–all in the context of learning how to program in Java. Mark and Barb also demonstrate how to communicate compatibly through networks and do concurrent programming. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. Allows readers to use their own media, such as personal sound or picture files. Demonstrates how to manipulate media in useful ways, from reducing red eye and splicing sounds to generating digital video special effects. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. For beginners interested in learning more about basic multimedia computing and programming.
This timely new text provides an accessible introduction to teaching Computing, and computer programming. Specifically designed for non-specialists who need to develop new skills in Computing in order to meet the new curriculum requirements, it offers a useful guide to the subject, alongside worked examples of good practice. Packed full of practical advice, the book examines different approaches to introducing children from age 5 to Computing, and describes a wide range of tried and tested projects that have been proven to work in schools. Including case studies and a glossary of key terms, it covers: The key concepts in Computing and computational thinking Using personal learning networks, social media and the 'wiki curriculum' to develop higher thinking skills and desirable learner characteristics Links to the curriculum at Key Stages 1, 2 and 3 Practical ways to develop children’s Computing skills alongside creative writing, art and music Gaming and computer science Featuring a companion website www.literacyfromscratch.org.uk with extensive support materials, examples of pupils’ work, links to software and downloadable lesson plans, this is an essential text for all teachers and trainees who are responsible for the new Computing curriculum.
A guide to computational thinking education, with a focus on artificial intelligence literacy and the integration of computing and physical objects. Computing has become an essential part of today’s primary and secondary school curricula. In recent years, K–12 computer education has shifted from computer science itself to the broader perspective of computational thinking (CT), which is less about technology than a way of thinking and solving problems—“a fundamental skill for everyone, not just computer scientists,” in the words of Jeanette Wing, author of a foundational article on CT. This volume introduces a variety of approaches to CT in K–12 education, offering a wide range of international perspectives that focus on artificial intelligence (AI) literacy and the integration of computing and physical objects. The book first offers an overview of CT and its importance in K–12 education, covering such topics as the rationale for teaching CT; programming as a general problem-solving skill; and the “phenomenon-based learning” approach. It then addresses the educational implications of the explosion in AI research, discussing, among other things, the importance of teaching children to be conscientious designers and consumers of AI. Finally, the book examines the increasing influence of physical devices in CT education, considering the learning opportunities offered by robotics. Contributors Harold Abelson, Cynthia Breazeal, Karen Brennan, Michael E. Caspersen, Christian Dindler, Daniella DiPaola, Nardie Fanchamps, Christina Gardner-McCune, Mark Guzdial, Kai Hakkarainen, Fredrik Heintz, Paul Hennissen, H. Ulrich Hoppe, Ole Sejer Iversen, Siu-Cheung Kong, Wai-Ying Kwok, Sven Manske, Jesús Moreno-León, Blakeley H. Payne, Sini Riikonen, Gregorio Robles, Marcos Román-González, Pirita Seitamaa-Hakkarainen, Ju-Ling Shih, Pasi Silander, Lou Slangen, Rachel Charlotte Smith, Marcus Specht, Florence R. Sullivan, David S. Touretzky