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If you're a developer or electronics engineer who is curious about Internet of Things, then this is the book for you. With only a rudimentary understanding of electronics, Raspberry Pi, or similar credit-card sized computers, and some programming experience using managed code such as C# or Java, you will be taught to develop state-of-the-art solutions for Internet of Things in an instant.
The Internet of Toys (IoToys) is a developing market within our Internet of Things (IoT) ecosystem. This book examines the rise of internet-connected toys and aims to anticipate the opportunities and risks of IoToys before their widespread diffusion. Contributors to this volume each provide a critical analysis of the design, production, regulation, representation and consumption of internet-connected toys. In order to address the theoretical, methodological and policy questions that arise from the study of these new playthings, and contextualise the diverse opportunities and challenges that IoToys pose to educators, families and children themselves, the chapters engage with notions of mediatization, datafication, robotification, connected and post-digital play. This timely engagement with a key transformation in children’s play will appeal to all readers interested in understanding the social uses and consequences of IoToys, and primarily to researchers and students in children and media, early childhood studies, media and communications, sociology, education, social psychology, law and design.
This book examines, from a comparative perspective, the impact of the movement from the so-called knowledge-based economy towards the Intelligent Economy, which is premised upon the application of knowledge. This volume links the advent of this new technological revolution to the world of governance and policy formulation in education.
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.
This book is about the Internet of Things in the field of education. Specifically, it focuses on two major topics: IoT (Internet of Things) solutions to support distance education and new pedagogical approaches to support development of computational thinking with educational devices possessing the characteristics of IoT. As the educational landscape has dramatically changed in times of global pandemic, online resources and media, such as IoT, have become increasingly important. This situation compels all educational scholars, researchers and practitioners to search for new solutions, new educational pathways and new agents for knowledge development to support learning. This book presents the possibilities of IoT as both a catalyst and performance tool for education. The convergence of multiple technologies, real-time analytics, machine learning, commodity sensors, and embedded systems can serve as tools for learning support and this book details exactly how these powerful tools can be utilized to best effect.
This is an essential resource for anyone designing or facilitating online learning. It introduces an easy, practical model (R2D2: read, reflect, display, and do) that will show online educators how to deliver content in ways that benefit all types of learners (visual, auditory, observational, and kinesthetic) from a wide variety of backgrounds and skill levels. With a solid theoretical foundation and concrete guidance and examples, this book can be used as a handy reference, a professional guidebook, or a course text. The authors intend for it to help online instructors and instructional designers as well as those contemplating such positions design, develop, and deliver learner-centered online instruction. Empowering Online Learning has 25 unique activities for each phase of the R2D2 model as well as summary tables helping you pick and choose what to use whenever you need it. Each activity lists a description, skills addressed, advice, variations, cost, risk, and time index, and much more. This title is loaded with current information about emerging technologies (e.g., simulations, podcasts, wikis, blogs) and the Web 2.0. With a useful model, more than 100 online activities, the latest information on emerging technologies, hundreds of quickly accessible Web resources, and relevance to all types and ages of learners--Empowering Online Learning is a book whose time has come.
The aim of this book is to stimulate research on the topic of the Social Internet of Things, and explore how Internet of Things architectures, tools, and services can be conceptualized and developed so as to reveal, amplify and inspire the capacities of people, including the socialization or collaborations that happen through or around smart objects and smart environments. From new ways of negotiating privacy, to the consequences of increased automation, the Internet of Things poses new challenges and opens up new questions that often go beyond the technology itself, and rather focus on how the technology will become embedded in our future communities, families, practices, and environment, and how these will change in turn.
Internet of Things: Technologies and Applications for a New Age of Intelligence outlines the background and overall vision for the Internet of Things (IoT) and Cyber-Physical Systems (CPS), as well as associated emerging technologies. Key technologies are described including device communication and interactions, connectivity of devices to cloud-based infrastructures, distributed and edge computing, data collection, and methods to derive information and knowledge from connected devices and systems using artificial intelligence and machine learning. Also included are system architectures and ways to integrate these with enterprise architectures, and considerations on potential business impacts and regulatory requirements. New to this edition: • Updated material on current market situation and outlook.• A description of the latest developments of standards, alliances, and consortia. More specifically the creation of the Industrial Internet Consortium (IIC) and its architecture and reference documents, the creation of the Reference Architectural Model for Industrie 4.0 (RAMI 4.0), the exponential growth of the number of working groups in the Internet Engineering Task Force (IETF), the transformation of the Open Mobile Alliance (OMA) to OMA SpecWorks and the introduction of OMA LightweightM2M device management and service enablement protocol, the initial steps in the specification of the architecture of Web of Things (WoT) by World Wide Consortium (W3C), the GS1 architecture and standards, the transformation of ETSI-M2M to oneM2M, and a few key facts about the Open Connectivity Forum (OCF), IEEE, IEC/ISO, AIOTI, and NIST CPS.• The emergence of new technologies such as distributed ledgers, distributed cloud and edge computing, and the use of machine learning and artificial intelligence for IoT.• A chapter on security, outlining the basic principles for secure IoT installations.• New use case description material on Logistics, Autonomous Vehicles, and Systems of CPS - Standards organizations covered: IEEE, 3GPP, IETF, IEC/ISO, Industrial Internet Consortium (IIC), ITU-T, GS1, Open Geospatial Consortium (OGC), Open Mobile Alliance (OMA, e.g. LightweightM2M), Object Management Group (OMG, e.g. Business Process Modelling Notation (BPMN)), oneM2M, Open Connectivity Forum (OCF), W3C - Key technologies for IoT covered: Embedded systems hardware and software, devices and gateways, capillary networks, local and wide area networking, IoT data management and data warehousing, data analytics and big data, complex event processing and stream analytics, control systems, machine learning and artificial intelligence, distributed cloud and edge computing, and business process and enterprise integration - In-depth security solutions for IoT systems - Technical explanations combined with design features of IoT and use cases, which help the development of real-world solutions - Detailed descriptions of the architectures and technologies that form the basis of IoT - Clear examples of IoT use cases from real-world implementations such as Smart Grid, Smart Buildings, Smart Cities, Logistics and Participatory Sensing, Industrial Automation, and Systems of CPS - Market perspectives, IoT evolution, and future outlook
First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.