
External
EDMD 6163: Internet Resources
- Author
- Mohamed Ibrahim
- Publisher
- Arkansas Tech University
- Source
- LibreTexts
- License
- CC BY
- Language
- EN
- Category
- Basic Sciences
Contents· 111 sections
- 01: Module 01- Digital Learning Resources
- 1.01: The Digital Divide
- 1.02: Computer-Based Resources for Learning
- 1.2.01: 22.1 Introduction
- 1.2.02: Online Labs
- 1.2.03: Computer-Based Resources
- 1.2.04: Tutorials
- 1.2.05: Simulations
- 1.2.06: Educational Games
- 1.2.07: Intelligent Tutoring Systems
- 1.2.08: Virtual Reality
- 1.2.09: Summary
- 02: Module 02- Open Education Resources
- 2.01: What is Open Source or Free Software
- 2.02: Open Licences of Copyright for Authors Educators and Librarians
- 2.2.01: Introduction
- 2.2.02: Software Open Licences
- 2.2.03: Open Licences for Non-Software Material
- 2.2.04: Access to Knowledge and Information Sharing
- 2.2.05: Concluding Comments
- 03: Module 03- Technology-rich environment and Integration
- 3.01: Guiding Principles for Developing Comprehensive and Meaningful Instruction for Individuals with Complex Needs
- 3.1.01: Guiding Principle 1- Plan with the Individual and Family
- 3.1.02: Prelude
- 3.1.03: Guiding Principle 2- Promote Self-Determination throughout the Assessment Intervention and Monitoring Process
- 3.1.04: Guiding Principle 3- Examine the Current and Future Inclusive Environments
- 3.1.05: Guiding Principle 4- Utilize Universal Design for Learning Principles in Developing Modifications and Supports
- 3.1.06: Guiding Principle 5- Implement Evidence-Based Practices to Individualize Instruction
- 3.1.07: Guiding Principle 6- Use Data to Make Decisions to Improve Instruction
- 3.1.08: Conclusion
- 3.1.09: References
- 04: Module 04- Digital Citizenship and Media Literacy
- 4.01: Digital literacies and the skills of the digital age
- 4.02: Literacy in the Digital Age- From traditional to Digital to Mobile Digital Literacies
- 4.03: The Digital Divide and the lack Financial Literacy among First Generation
- 4.04: Literacy in the Digital Age- From traditional to Digital to Mobile Digital Literacies
- 4.05: Digital literacies and the skills of the digital age
- 05: Module 05- Simulation Game-Based and Mobile Learning
- 5.01: Software Simulation Tools
- 5.02: Computer-Based Games for Learning
- 5.2.01: Introduction
- 5.2.02: Square One - What are We Talking About
- 5.2.03: Why Use Computer-Based Games for Learning
- 5.2.04: Game-Based Learning Examples
- 5.2.05: What Makes A Learning Game Effective
- 5.2.06: Getting Started
- 5.2.07: Creating Your Own Game
- 5.2.08: Summary
- 06: Module 06- Google and Cloud Computing for Classrooms
- 6.01: General Principles of Instructional Design
- 6.1.01: Introduction
- 6.1.02: Identify The Instructional Goal(s)
- 6.1.03: Conduct A Goal Analysis
- 6.1.04: Conduct A Subordinate Skills Analysis
- 6.1.05: Identify Entry Skills and Characteristics
- 6.1.06: Write Learning Outcomes
- 6.1.07: Summary
- 07: Module 07- Copyright and Organizing Digital Information
- 7.01: Understanding Copyright - Knowing Your Rights and Knowing When Youre Right
- 7.1.01: Introduction
- 7.1.02: A Brief History of Copyright
- 7.1.03: Anatomy of Copyright
- 7.1.04: What Copyright Does Not Protect
- 7.1.05: Exploitation of A Work
- 7.1.06: Copyright in Higher Education
- 7.1.07: Best Practices
- 7.02: Open Licences of Copyright for Authors Educators and Librarians
- 7.2.01: Introduction
- 7.2.02: Software Open Licences
- 7.2.03: Open Licences for Non-Software Material
- 7.2.04: Access to Knowledge and Information Sharing
- 7.2.05: Concluding Comments
- 08: Module 08- Online Conferencing White Board and Screen casting Tools
- 8.01: Virtual Classrooms Web Conferencing
- 09: Module 09- Teacher Collaboration and Professional Development in the Digital Age
- 9.01: How can teachers continue to learn throughout life
- 9.02: Supporting E-learning through Communities of Practice
- 9.03: Building Communities of Practice
- 9.3.01: Introduction - The Turkey Boat Problem
- 9.3.02: Building Blocks
- 9.3.03: Conceptual Investigations
- 9.3.04: Technical Investigations
- 9.3.05: Splicing the Information Cable
- 9.3.06: The Architect
- 9.3.07: Summary
- 10: Module 10- How can we create positive learning environments
- 10.01: Issues and Challenges in Educational Uses of Social Software
- 11: Module 11- Promoting Internet Safety for K-12 Students
- 11.01: Social Learning Theories
- 12: Module 12- Exploring National Educational Technology Standards
- 12.01: Introduction
- 12.02: Deconstructing the Standards
- 12.03: Writing Instructional Objectives for National Standards
- 12.04: Daily Living Skills and Employability Training
- 12.05: Summary References and Resources
- 12.06: Professional Development Activities and Exercises
- 13: Module 13 Evaluating the Impact of Technology on Student Achievement
- 13.01: Instructional Assessment- Involving Students in the Assessment Process
- 13.02: What is locus of control How is it related to student achievement and assessment
- 13.03: What are the benefits of students as self-regulated learners
- 13.04: How can we help students set goals and monitor their own learning
- 13.05: How can early elementary students be involved in the assessment process
- 13.06: How can upper elementary students be involved in the assessment process
- 13.07: How can secondary students be involved in the assessment process
- 13.08: When is peer reviewing effective
- 13.09: Can and should students grade each other
- 14: Module 14- Using Technology to Enhance Engagement in Learning Activities
- 14.01: Implementation Issues
- 15: Module 15- Future Trends in Educational Technology
- 15.01: Emerging Trends in The Use of Emerging Technologies in E-learning
- 15.02: Benefits of Using Emerging Technologies in E-learning