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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 volume integrates research findings from three multinational studies conducted to examine the impact of children's use of computers in school. Conclusions are drawn from in-depth analyses of trends in more than 20 nations. Its seven authors from four nations were key researchers on these projects. Both a study and a product of the information age, this work is of prime importance to teachers, teacher educators, and school administrators. This work is unique in three important ways: * it presents data gathered in many regions of the world; * many of the authors are well-known and respected for their previous work in educational studies; and * the chapters are designed in such a way that the majority of the book is easily accessible to professionals such as classroom teachers who are interested primarily in findings, results, and outcomes rather than the methodology of the research.
Computers and Classroom Culture, first published in 1996, explores the meaning of computer technology for our schools.
Anyone can learn computer science, even at the elementary school level. This book delves into the essential computer science concept of data analysis using age-appropriate language and colorful illustrations. A meaningful storyline is paired with an accessible curricular topic to engage and excite readers. This book introduces readers to a relatable character and familiar situation, which demonstrates how data analysis is used in everyday life. Readers will follow a narrator as she analyzes data about the different cultures in her class. This fiction title is paired with the nonfiction title Community Cultures (ISBN: 9781538351949). The instructional guide on the inside front and back covers provides: Vocabulary, Background knowledge, Text-dependent questions, Whole class activities, and Independent activities.
With a focus on educational computing, this book examines how technological practices align with or subvert existing forms of dominance. Examines the important question: Is the enormous financial investment school districts are making in computing technology a good idea?
Explores girls' attitudes to computers and computer technology and makes recommendations for improvements in girls' education in this area. Examines their reservations about the use of computers, investigates the concerns of teachers, and considers the gender aspects of educational software, computer games and the teaching of computer science. Looks at the incidence of women in computer-related careers.
This text discusses the social, political and economic implications of computers and related technologies on schools, teacher education and educational reform. It considers the philosophical and historical concerns, and situates the discussion in practice.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.