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One of the most significant developments in contemporary education is the view that knowing and understanding are anchored in cultural practices within communities. This shift coincides with technological advancements that have reoriented end-user computer interaction from individual work to communication, participation and collaboration. However, while daily interactions are increasingly engulfed in mobile and networked Information and Communication Technologies (ICT), in-school learning interactions are, in comparison, technologically impoverished, creating the phenomenon known as the school-society digital disconnect. This volume argues that the theoretical and practical tools of scientists in both the social and educational sciences must be brought together in order to examine what types of interaction, knowledge construction, social organization and power structures: (a) occur spontaneously in technology-enhanced learning (TEL) communities or (b) can be created by design of TEL. This volume seeks to equip scholars and researchers within the fields of education, educational psychology, science communication, social welfare, information sciences, and instructional design, as well as practitioners and policy-makers, with empirical and theoretical insights, and evidence-based support for decisions providing learners and citizens with 21st century skills and knowledge, and supporting well-being in today’s information-based networked society.
In most schools the dominant supporting technology has been either the stand-alone personal computer or a modest local network. The situation is changing rapidly as a rising number of schools provide access to the Internet for their staff and pupils, opening avenues for communication and networking hitherto not possible. This book reflects on this change. It aims to further the vision of how these new technologies could improve and transform aspects of education. Yet in parallel it asks serious questions about the realities of an interface between the social, cultural and pedagogical contexts of education and the actual affordances that these new information and communication technologies offer. The chapters in this book provide a heady mix of foresight and practical reporting, of planning for the future but at the same time respecting the problems education already has with current technologies. The richness of the points presented here stems in part from the range of experience of the international authors - from academics and administrators, to teachers and curriculum designers. This mix ensures that the central questions on communications and networking in education are considered not simply from a variety of personal perspectives, but also from different cultural and environmental experiences. And yet interest also lies in the commonality of reporting and discussion based on activity in the field. All the contributions draw heavily on research and experience in devising and running projects and experimental activities in a range of schools and teacher-training institutions and environments. The opinions expressed are thus grounded in knowledge gained from work embedded in the reality of today's educational settings. This must be the only sound base upon which to consider the issues of the future. This book is essential reading for all professionals involved in all aspects of information and communication technologies in education. Teachers, lecturers, researchers, students and administrators will find it invaluable.
"This book discusses methods of using information technologies to support organizational and business objectives in both national and international contexts, describing the latest research on both the technical and non-technical aspects of contemporary information societies, including e-commerce, e-learning, e-government, and e-health"--Provided by publisher.
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Since the dawn of the digital era, the transfer of knowledge has shifted from analog to digital, local to global, and individual to social. Complex networked communities are a fundamental part of these new information-based societies. Emerging Pedagogies in the Networked Knowledge Society: Practices Integrating Social Media and Globalization examines the production, dissemination, and consumption of knowledge within networked communities in the wider global context of pervasive Web 2.0 and social media services. This book will offer insight for business stakeholders, researchers, scholars, and administrators by highlighting the important concepts and ideas of information- and knowledge-based economies.
Over one billion people access the internet worldwide, and new problems of language, security, and culture accompany this access. To foster productive and effective communication, it becomes imperative to understand people’s different linguistic and cultural backgrounds, as well as their value systems. Reconceptualizing New Media and Intercultural Communication in a Networked Society is a critical scholarly resource that addresses the need for understanding the complex connections between culture and new media. Featuring a broad range of topics such as social presence, crisis communication, and hyperpersonal communication model, this book is geared towards academicians, researchers, professionals, practitioners, and students seeking current research on the discipline of intercultural communication and new media.
The Network Society is now more than ever the essential guide to the past, consequences and future of digital communication. Fully revised, this Third Edition covers crucial new issues and updates. This book remains an accessible, comprehensive, must-read introduction to how new media function in contemporary society.
The purpose of this handbook is to help launch institutional transformations in mathematics departments to improve student success. We report findings from the Student Engagement in Mathematics through an Institutional Network for Active Learning (SEMINAL) study. SEMINAL's purpose is to help change agents, those looking to (or currently attempting to) enact change within mathematics departments and beyond—trying to reform the instruction of their lower division mathematics courses in order to promote high achievement for all students. SEMINAL specifically studies the change mechanisms that allow postsecondary institutions to incorporate and sustain active learning in Precalculus to Calculus 2 learning environments. Out of the approximately 2.5 million students enrolled in collegiate mathematics courses each year, over 90% are enrolled in Precalculus to Calculus 2 courses. Forty-four percent of mathematics departments think active learning mathematics strategies are important for Precalculus to Calculus 2 courses, but only 15 percnt state that they are very successful at implementing them. Therefore, insights into the following research question will help with institutional transformations: What conditions, strategies, interventions and actions at the departmental and classroom levels contribute to the initiation, implementation, and institutional sustainability of active learning in the undergraduate calculus sequence (Precalculus to Calculus 2) across varied institutions?
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
This open access book presents contemporary perspectives on the role of a learning society from the lens of leading practitioners, experts from universities, governments, and industry leaders. The think pieces argue for a learning society as a major driver of change with far-reaching influence on learning to serve the needs of economies and societies. The book is a testimonial to the importance of ‘learning communities.’ It highlights the pivotal role that can be played by non-traditional actors such as city and urban planners, citizens, transport professionals, and technology companies. This collection seeks to contribute to the discourse on strengthening the fabric of a learning society crucial for future economic and social development, particularly in the aftermath of the coronavirus disease.