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In response to the challenges of globalization and local development, educational reforms are inevitably becoming one of the major trends in the Asia-Pacific Region or other parts of the world. Based on the most recent research and international observations, this book aims to present a new paradigm including various new concepts, frameworks and theories for reengineering education. This book has 21 chapters in three sections. Section I "New Paradigm of Educational Reform" containing eight chapters, illustrates the new paradigm and frameworks of reengineering education, fostering human development and analysing reform policies and also discusses the trends and challenges of educational reforms in the Asia-Pacific Region. Section II "New Paradigm of Educational Leadership" with five chapters aims to elaborate how the nature, role and practice of school leadership can be transformed towards a new paradigm and respond to the three waves of education reforms. Section III "Reengineering School Management for Effectiveness" with eight chapters aims to provide various practical frameworks for reengineering school management processes and implementing changes in school practices.
Contibuted articles; with reference to India.
"This book provides perspectives on new approaches to learning theory and practice in increasingly mobile, immersive environments, offering both theory and practice"--Provided by publisher.
In Indian context.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.