Handbook of research on innovative digital practices to engage learners:
"This book examines digital design, delivery, and evaluation in higher education through theoretical frameworks, delivery models, current practice guidelines, and national standards"--
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
[c2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "This book examines digital design, delivery, and evaluation in higher education through theoretical frameworks, delivery models, current practice guidelines, and national standards"-- |
Beschreibung: | 30 PDFs (xxiv, 468 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522594390 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
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003 | IGIG | ||
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006 | m eo d | ||
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010 | |z 2019001867 | ||
020 | |a 9781522594390 |q eISBN | ||
020 | |z 9781522594383 |q h/c | ||
024 | 7 | |a 10.4018/978-1-5225-9438-3 |2 doi | |
035 | |a (CaBNVSL)slc20808814 | ||
035 | |a (OCoLC)1107544659 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a LB1028.5 |b .H31655 2020e | |
082 | 7 | |a 371.33 |2 23 | |
245 | 0 | 0 | |a Handbook of research on innovative digital practices to engage learners |c Prince Hycy Bull and Jared Keengwe, editor. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c [c2019] | |
300 | |a 30 PDFs (xxiv, 468 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Chapter 1. Gaming to learn: bringing escape rooms to the classroom -- Chapter 2. Engaging learners with digital literacy practices -- Chapter 3. Breakout of a traditional classroom reality with game-based learning pedagogy -- Chapter 4. Constructing meaning and engaging learners through digital tools and practices within the middle level science classroom -- Chapter 5. Solving the creativity crisis: the critical need for professional development in maker-centered teaching -- Chapter 6. Room to improve: designing virtual professional learning environments -- Chapter 7. Examining the links between affect toward 3D printing technology and interest in STEM careers among female elementary students -- Chapter 8. Using SMART table technology for the interactive elementary classroom -- Chapter 9. Saudi Arabia's female middle school mathematics teachers' readiness and attitudes towards STEM digital technology integration in classrooms -- Chapter 10. Lessons learned: teaching latinx teacher candidates through digital literacy and community service learning -- Chapter 11. Engaging learners: a digital best practice -- Chapter 12. Multimedia learning: simulated vs. real-world digital logic circuit curriculum -- Chapter 13. Inclusive education in science education: are science teachers using inclusive technologies in science classrooms? -- Chapter 14. E-portfolios and learning management systems: a new blend for learning in teacher education -- Chapter 15. Learning from failure: using collaborative technology to make the feedback loop work -- Chapter 16. Musicworks: supporting students' musical career paths through technology-enhanced authentic learning -- Chapter 17. Computational participation as a portal to collaborative STEM -- Chapter 18. Role of IT culture in learners' acceptance of e-learning -- Chapter 19. Teaching and learning 21st century skills for life -- Chapter 20. Integrating formal and informal learning opportunities of technology in higher education. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "This book examines digital design, delivery, and evaluation in higher education through theoretical frameworks, delivery models, current practice guidelines, and national standards"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 07/04/2019). | ||
650 | 0 | |a Computer-assisted instruction. | |
650 | 0 | |a Educational technology. | |
700 | 1 | |a Bull, Prince Hycy |d 1961- |e editor. | |
700 | 1 | |a Keengwe, Jared |d 1973- |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2019001867 | |
776 | 0 | 8 | |i Print version: |z 1522594388 |z 9781522594383 |w (DLC) 2019001867 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9438-3 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00221167 |
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adam_text | |
any_adam_object | |
author2 | Bull, Prince Hycy 1961- Keengwe, Jared 1973- |
author2_role | edt edt |
author2_variant | p h b ph phb j k jk |
author_facet | Bull, Prince Hycy 1961- Keengwe, Jared 1973- |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1028 |
callnumber-raw | LB1028.5 .H31655 2020e |
callnumber-search | LB1028.5 .H31655 2020e |
callnumber-sort | LB 41028.5 H31655 42020E |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-98-IGB |
contents | Chapter 1. Gaming to learn: bringing escape rooms to the classroom -- Chapter 2. Engaging learners with digital literacy practices -- Chapter 3. Breakout of a traditional classroom reality with game-based learning pedagogy -- Chapter 4. Constructing meaning and engaging learners through digital tools and practices within the middle level science classroom -- Chapter 5. Solving the creativity crisis: the critical need for professional development in maker-centered teaching -- Chapter 6. Room to improve: designing virtual professional learning environments -- Chapter 7. Examining the links between affect toward 3D printing technology and interest in STEM careers among female elementary students -- Chapter 8. Using SMART table technology for the interactive elementary classroom -- Chapter 9. Saudi Arabia's female middle school mathematics teachers' readiness and attitudes towards STEM digital technology integration in classrooms -- Chapter 10. Lessons learned: teaching latinx teacher candidates through digital literacy and community service learning -- Chapter 11. Engaging learners: a digital best practice -- Chapter 12. Multimedia learning: simulated vs. real-world digital logic circuit curriculum -- Chapter 13. Inclusive education in science education: are science teachers using inclusive technologies in science classrooms? -- Chapter 14. E-portfolios and learning management systems: a new blend for learning in teacher education -- Chapter 15. Learning from failure: using collaborative technology to make the feedback loop work -- Chapter 16. Musicworks: supporting students' musical career paths through technology-enhanced authentic learning -- Chapter 17. Computational participation as a portal to collaborative STEM -- Chapter 18. Role of IT culture in learners' acceptance of e-learning -- Chapter 19. Teaching and learning 21st century skills for life -- Chapter 20. Integrating formal and informal learning opportunities of technology in higher education. |
ctrlnum | (CaBNVSL)slc20808814 (OCoLC)1107544659 |
dewey-full | 371.33 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33 |
dewey-search | 371.33 |
dewey-sort | 3371.33 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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id | ZDB-98-IGB-00221167 |
illustrated | Not Illustrated |
indexdate | 2024-07-16T15:51:53Z |
institution | BVB |
isbn | 9781522594390 |
language | English |
oclc_num | 1107544659 |
open_access_boolean | |
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physical | 30 PDFs (xxiv, 468 pages) Also available in print. |
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publisher | IGI Global, |
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spelling | Handbook of research on innovative digital practices to engage learners Prince Hycy Bull and Jared Keengwe, editor. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, [c2019] 30 PDFs (xxiv, 468 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Chapter 1. Gaming to learn: bringing escape rooms to the classroom -- Chapter 2. Engaging learners with digital literacy practices -- Chapter 3. Breakout of a traditional classroom reality with game-based learning pedagogy -- Chapter 4. Constructing meaning and engaging learners through digital tools and practices within the middle level science classroom -- Chapter 5. Solving the creativity crisis: the critical need for professional development in maker-centered teaching -- Chapter 6. Room to improve: designing virtual professional learning environments -- Chapter 7. Examining the links between affect toward 3D printing technology and interest in STEM careers among female elementary students -- Chapter 8. Using SMART table technology for the interactive elementary classroom -- Chapter 9. Saudi Arabia's female middle school mathematics teachers' readiness and attitudes towards STEM digital technology integration in classrooms -- Chapter 10. Lessons learned: teaching latinx teacher candidates through digital literacy and community service learning -- Chapter 11. Engaging learners: a digital best practice -- Chapter 12. Multimedia learning: simulated vs. real-world digital logic circuit curriculum -- Chapter 13. Inclusive education in science education: are science teachers using inclusive technologies in science classrooms? -- Chapter 14. E-portfolios and learning management systems: a new blend for learning in teacher education -- Chapter 15. Learning from failure: using collaborative technology to make the feedback loop work -- Chapter 16. Musicworks: supporting students' musical career paths through technology-enhanced authentic learning -- Chapter 17. Computational participation as a portal to collaborative STEM -- Chapter 18. Role of IT culture in learners' acceptance of e-learning -- Chapter 19. Teaching and learning 21st century skills for life -- Chapter 20. Integrating formal and informal learning opportunities of technology in higher education. Restricted to subscribers or individual electronic text purchasers. "This book examines digital design, delivery, and evaluation in higher education through theoretical frameworks, delivery models, current practice guidelines, and national standards"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 07/04/2019). Computer-assisted instruction. Educational technology. Bull, Prince Hycy 1961- editor. Keengwe, Jared 1973- editor. IGI Global, publisher. (Original) (DLC)2019001867 Print version: 1522594388 9781522594383 (DLC) 2019001867 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9438-3 Volltext |
spellingShingle | Handbook of research on innovative digital practices to engage learners Chapter 1. Gaming to learn: bringing escape rooms to the classroom -- Chapter 2. Engaging learners with digital literacy practices -- Chapter 3. Breakout of a traditional classroom reality with game-based learning pedagogy -- Chapter 4. Constructing meaning and engaging learners through digital tools and practices within the middle level science classroom -- Chapter 5. Solving the creativity crisis: the critical need for professional development in maker-centered teaching -- Chapter 6. Room to improve: designing virtual professional learning environments -- Chapter 7. Examining the links between affect toward 3D printing technology and interest in STEM careers among female elementary students -- Chapter 8. Using SMART table technology for the interactive elementary classroom -- Chapter 9. Saudi Arabia's female middle school mathematics teachers' readiness and attitudes towards STEM digital technology integration in classrooms -- Chapter 10. Lessons learned: teaching latinx teacher candidates through digital literacy and community service learning -- Chapter 11. Engaging learners: a digital best practice -- Chapter 12. Multimedia learning: simulated vs. real-world digital logic circuit curriculum -- Chapter 13. Inclusive education in science education: are science teachers using inclusive technologies in science classrooms? -- Chapter 14. E-portfolios and learning management systems: a new blend for learning in teacher education -- Chapter 15. Learning from failure: using collaborative technology to make the feedback loop work -- Chapter 16. Musicworks: supporting students' musical career paths through technology-enhanced authentic learning -- Chapter 17. Computational participation as a portal to collaborative STEM -- Chapter 18. Role of IT culture in learners' acceptance of e-learning -- Chapter 19. Teaching and learning 21st century skills for life -- Chapter 20. Integrating formal and informal learning opportunities of technology in higher education. Computer-assisted instruction. Educational technology. |
title | Handbook of research on innovative digital practices to engage learners |
title_auth | Handbook of research on innovative digital practices to engage learners |
title_exact_search | Handbook of research on innovative digital practices to engage learners |
title_full | Handbook of research on innovative digital practices to engage learners Prince Hycy Bull and Jared Keengwe, editor. |
title_fullStr | Handbook of research on innovative digital practices to engage learners Prince Hycy Bull and Jared Keengwe, editor. |
title_full_unstemmed | Handbook of research on innovative digital practices to engage learners Prince Hycy Bull and Jared Keengwe, editor. |
title_short | Handbook of research on innovative digital practices to engage learners |
title_sort | handbook of research on innovative digital practices to engage learners |
topic | Computer-assisted instruction. Educational technology. |
topic_facet | Computer-assisted instruction. Educational technology. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-9438-3 |
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