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Education for a Digital World - Advice, Guidelines and Effective Practice from Around Globe

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Education for a Digital World - Advice, Guidelines and Effective Practice from Around Globe

Education for a Digital World contains a comprehensive collection of proven strategies and tools for effective online teaching, based on the principles of learning as a social process. It offers practical, contemporary guidance to support e-learning decision-making, instructional choices, as well as program and course planning, and development.

Tác giả
Sandy Hirtz
Nhà xuất bản
Insurance Corporation of British Columbia
Nguồn
LibreTexts
Giấy phép
CC BY-SA
Ngôn ngữ
EN
Danh mục
Khoa học cơ bản
Mục lục· 257 mục
  1. 01: Emerging Technologies in E-learning
  2. 1.1: Introduction
  3. 1.2: Defining Todays Emerging Technologies
  4. 1.3: Technology in Education - Looking at Fiction to Find Real Possibilities
  5. 1.4: Imagining Technology in Education Tomorrow
  6. 1.5 Challenges
  7. 1.6 Summary
  8. 02: Virtual Design Studios- Solving Learning Problems in Developing Countries
  9. 2.1: Introduction
  10. 2.2: The Scenario in Developing Countries
  11. 2.3: Problems and The Way Forward
  12. 03: Challenges Confronted and Lessons (Un)Learned- Linking Students from the University of Ghana and Kwantlen University College
  13. 3.1: Abstract
  14. 3.2: Introduction
  15. 3.3: Connexions
  16. 3.4: Open Source Software and Operating Systems in Africa
  17. 3.5: The Near Miss
  18. 3.6: Course Format
  19. 3.7: Group Projects
  20. 3.8: Course Evaluation
  21. 3.9: Conclusion
  22. 04: Addressing Diversity in Design of Online Courses
  23. 4.1: Introduction
  24. 4.2: Diversity
  25. 4.3: Defining Diversity
  26. 4.4: Lessons from The Literature
  27. 4.5: Other Paradigms of Diversity
  28. 4.6: Learning Environment Design
  29. 4.7: Conclusion
  30. 05: Mobile Learning in Developing Countries- Present Realities and Future Possibilities
  31. 5.1: Introduction
  32. 5.2: Ultra-mobility - A New Way to Learning
  33. 5.3: Revolutionizing Learning in Developing Countries
  34. 5.4: Mobile Learning - A Tentative Step Towards Utopia
  35. 5.5: Three Projects
  36. 5.6: The Challenges Ahead
  37. 5.7: Summary
  38. 06: The Impact of Technology on Education
  39. 6.1: Introduction
  40. 6.2: The History of Instructional Technology in Education
  41. 6.3: Benefits of Using Emerging Technologies in E-learning
  42. 6.4: Design Principles for Developing Learning Materials for Emerging Technologies
  43. 6.5: Planning for Implementing Emerging Technologies in E-learning
  44. 6.6: Providing Support in E-learning Using Emerging Technologies
  45. 6.7: Emerging Trends in The Use of Emerging Technologies in E-learning
  46. 6.8: Summary
  47. 07: Untitled Chapter 7
  48. 7.1: Introduction
  49. 7.2: Learning Management - The Two Cultures
  50. 7.3: Features of Corporate Learning Management Systems
  51. 7.4: Course Development
  52. 7.5: Software Simulation Tools
  53. 7.6: Virtual Classrooms Web Conferencing
  54. 7.7: Needs Assessment
  55. 7.8: Implementation Issues
  56. 7.9: Summary
  57. 08: Untitled Chapter 8
  58. 8.1: Introduction
  59. 8.2: What is Open Source or Free Software
  60. 8.3: Why Should Educators Care
  61. 8.4: Understanding GNUs General Public LicenceA Legal Bastion
  62. 8.5: Enforcing the General Public Licence
  63. 8.6: Challenges for Widespread Adoption
  64. 8.7: Common Misperceptions of The Great Wizard
  65. 8.8: Meeting The Wizard and His Machines - Investigating Freely Sourced Alternatives
  66. 8.9: Conclusion
  67. 09: Untitled Chapter 9
  68. 9.1: Introduction
  69. 9.2: Quality in E-learning
  70. 9.3: Design to Enable Human Capabilities
  71. 9.4: Quality Assurance by Design
  72. 9.5: Summary
  73. 10: General Principles of Instructional Design
  74. 10.1: Introduction
  75. 10.2: Identify The Instructional Goal(s)
  76. 10.3: Conduct A Goal Analysis
  77. 10.4: Conduct A Subordinate Skills Analysis
  78. 10.5: Identify Entry Skills and Characteristics
  79. 10.6: Write Learning Outcomes
  80. 10.7: Summary
  81. 11: Accessibility and Universal Design
  82. 11.1: Introduction
  83. 11.2: Framework
  84. 11.3: Universal Design
  85. 11.4: About Web Accessibility
  86. 11.5: Students with Disabilities
  87. 11.6: Designing and Structuring Online Content
  88. 11.7: Multimedia
  89. 11.8: Testing Your Site
  90. 11.9: Summary
  91. 12: Articulation and Transfer of Online Courses
  92. 12.1: Introduction
  93. 12.2: The Principles of Articulation
  94. 12.3: Requesting Articulation - Best Practices
  95. 12.4: Assessing An Articulation Request - Best Practices
  96. 12.5: Assessing Student Success
  97. 12.6: Summary
  98. 13: Planning Your Online Course
  99. 13.1: Introduction
  100. 13.2: Can You Make Patterns From Clouds
  101. 13.3: What Are The Roles of The Design Team
  102. 13.4: Whos The Audience
  103. 13.5: How Do We Move From Concepts To Mapping
  104. 13.6: Why Should We Consider E-Learning Styles
  105. 13.7: How Does E-Teaching Style Affect Design
  106. 13.8: How Important Is The Packaging
  107. 13.9: Summary
  108. 14: Assessment and Evaluation
  109. 14.1: Introduction
  110. 14.2: Security Issues for Online Testing
  111. 14.3: WebCT Types of Quiz Questions
  112. 14.4: Third-Party Tools
  113. 14.5: Authentic Student Assessment Strategies for The Online Environment
  114. 14.6: Summary
  115. 15: Understanding Copyright - Knowing Your Rights and Knowing When Youre Right
  116. 15.1: Introduction
  117. 15.2: A Brief History of Copyright
  118. 15.3: Anatomy of Copyright
  119. 15.4: What Copyright Does Not Protect
  120. 15.5: Exploitation of A Work
  121. 15.6: Copyright in Higher Education
  122. 15.7: Best Practices
  123. 16: Open Licences of Copyright for Authors Educators and Librarians
  124. 16.1: Introduction
  125. 16.2: Software Open Licences
  126. 16.3: Open Licences for Non-Software Material
  127. 16.4: Access to Knowledge and Information Sharing
  128. 16.5: Concluding Comments
  129. 17: E-learning Standards
  130. 17.1: Introduction
  131. 17.2: Instructional Design and Delivery Considerations
  132. 17.3: Quality First
  133. 17.4: Why Standards for E-Learning
  134. 17.5: Common Standards for E-Learning
  135. 17.6: Standards Regulatory Bodies
  136. 17.7: Summary
  137. 18: Leadership and E-learning - Change Processes for Implementing Educational Technologies
  138. 18.1: Introduction
  139. 18.2: Why Technology
  140. 18.3: What is Leadership
  141. 18.4: Leadership and Change
  142. 18.5: Leadership Technology and Pedagogy
  143. 18.6: Transformational Leadership
  144. 18.7: Case Study - Developing E-Learning Programs in K12
  145. 18.8: Summary
  146. 19: Building Communities of Practice
  147. 19.1: Introduction - The Turkey Boat Problem
  148. 19.2: Building Blocks
  149. 19.3: Conceptual Investigations
  150. 19.4: Technical Investigations
  151. 19.5: Splicing the Information Cable
  152. 19.6: The Architect
  153. 19.7: Summary
  154. 20: Instructional Strategies
  155. 20.1: Introduction
  156. 20.2: Description
  157. 20.3: Learning Domain Strategies
  158. 20.4: Sequencing Learning Outcomes
  159. 20.5: Motivating Students
  160. 20.6: Instructional Events
  161. 20.7: Develop and Select Instructional Materials
  162. 20.8: Summary
  163. 21: Media Selection
  164. 21.1: Introduction
  165. 21.2: Media Categories
  166. 21.3: Media and Motivation
  167. 21.4: Audio
  168. 21.5: Visuals
  169. 21.6: Video
  170. 21.7: Animations
  171. 21.8: Real Objects
  172. 21.9: Summary
  173. 22: Computer-Based Resources for Learning
  174. 22.1 Introduction
  175. 22.2: Online Labs
  176. 22.3: Computer-Based Resources
  177. 22.4: Tutorials
  178. 22.5: Simulations
  179. 22.6: Educational Games
  180. 22.7: Intelligent Tutoring Systems
  181. 22.8: Virtual Reality
  182. 22.9: Summary
  183. 23: Computer-Based Games for Learning
  184. 23.1: Introduction
  185. 23.2: Square One - What are We Talking About
  186. 23.3: Why Use Computer-Based Games for Learning
  187. 23.4: Game-Based Learning Examples
  188. 23.5: What Makes A Learning Game Effective
  189. 23.6: Getting Started
  190. 23.7: Creating Your Own Game
  191. 23.8: Summary
  192. 24: Evaluating and Improving Your Online Teaching Effectiveness
  193. 24.1: Introduction
  194. 24.2: Collect Feedback Before the Course Begins
  195. 24.3: Identifying Student Expectations and Abilities
  196. 24.4: Getting Different Reactions Throughout the Course
  197. 24.5: Responding to Formative Feedback With Immediate Minor Changes
  198. 24.6: Capturing Final Comments and Attitudes
  199. 24.7: Making Changes for the Future
  200. 24.8: Summary
  201. 25: Tools for Online Engagement and Communication
  202. 25.1: Introduction
  203. 25.2: Blogs Identity and Engagement
  204. 25.3: Wiki Technology for Online Education
  205. 25.4: Digital Storytelling
  206. 25.5: Summary
  207. 26: Techno Expression
  208. 26.1: Introduction
  209. 26.2: The Human Element in Technology Environments - An Overview of Techno Expression
  210. 26.3: Time - When Techno Expression Happens
  211. 26.4: A Sense of Place - The Techno Expression Environment
  212. 26.5: Tools - How Students Engage in Techno Expression
  213. 26.6: Why We Use Techno Expression for Learning
  214. 26.7: Summary
  215. 27: Social Media for Adult Online Learners and Educators
  216. 27.1: Introduction
  217. 27.2: Going or Gone Mainstream
  218. 27.3: Why Social Media for Adult Learners
  219. 27.4: Adult Language Learners
  220. 27.5: Online Pedagogy - Best Practice and Theories
  221. 27.6: Social Network Blogs with the Working Adult Learner
  222. 27.7: Summary
  223. 28: Online Collaboration - An Overview
  224. 28.1: Introduction
  225. 28.2: Point of Departure
  226. 28.3: Definitions and Distinctions
  227. 28.4: Benefits of Collaboration
  228. 28.5: Issues and Solutions
  229. 28.6: A Broader View - Educational Collaboration in Context
  230. 28.7: Stories Strategies Tools and Tactics to Come
  231. 28.8: Learners Stories of Online Collaboration
  232. 28.9: Summary
  233. 29: Identity in Online Education
  234. 29.1: Introduction
  235. 29.2: Online Learners Identities
  236. 29.3: Secondary School Participation in Online Learning Environments
  237. 29.4: Introducing E-Portfolios
  238. 29.5: Summary
  239. 30: Supporting E-learning through Communities of Practice
  240. 30.1: Introduction
  241. 30.2: What is a Community of Practice
  242. 30.3: Why are CoPs Important for Learning
  243. 30.4: Factors Related to CoP Success
  244. 30.5: Virtual (Online) Communities of Practice
  245. 30.6: CoPs in Practice
  246. 30.7: Recommendations
  247. 30.8: Summary
  248. 31: Looking Forward - Stories of Practice
  249. 31.1: Introduction
  250. 31.2: The Studio Story
  251. 31.3: Verbalizing the Continuum
  252. 31.4: Stories from the Continuum
  253. 31.5: A Story of Online Instruction
  254. 31.6: A Story of Facilitated Instruction
  255. 31.7: A Story of Blended Instruction
  256. 31.8: A Story of Studio-Based Instruction
  257. 31.9: Summary