دسترسی نامحدود
برای کاربرانی که ثبت نام کرده اند
برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید
در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید
برای کاربرانی که ثبت نام کرده اند
درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: نویسندگان: Brad Hokanson (editor), Gregory Clinton (editor), Andrew A. Tawfik (editor), Amy Grincewicz (editor), Matthew Schmidt (editor) سری: ISBN (شابک) : 3030372537, 9783030372538 ناشر: Springer سال نشر: 2020 تعداد صفحات: 320 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 9 مگابایت
در صورت تبدیل فایل کتاب Educational Technology Beyond Content: A New Focus for Learning (Educational Communications and Technology: Issues and Innovations) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب فناوری آموزشی فراتر از محتوا: تمرکزی جدید برای یادگیری (ارتباطات و فناوری آموزشی: مسائل و نوآوری ها) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب نتیجه یک سمپوزیوم تحقیقاتی است که توسط انجمن ارتباطات و فناوری آموزشی [AECT] حمایت می شود. این کتاب که از بیست و چهار فصل شامل مقدمه و نتیجهگیری تشکیل شده است، استدلال میکند که محتوای اطلاعاتی نباید عنصر اصلی آموزش باشد و برای ارائه بیشتر به فراگیران، باید فراتر از محتوا رفت و به مهارتها و قابلیتهای دیگر پرداخت. همچنین این فرض غلط را مورد بحث قرار می دهد که یادگیری زمانی کامل می شود که اطلاعات شناخته شده باشد، نه زمانی که یادگیرندگان بیشتر به دنبال راهنمایی ها، پاسخ ها و ایده های خود باشند. نویسندگان ادعا میکنند که توانایی ترکیب، حل مسائل و تولید ایدهها بر اساس محتوای خاصی نیست، اگرچه آموزش اغلب صرفاً بر آموزش محتوا متمرکز است. علاوه بر این، آنها بیان میکنند که محتوا را میتوان از فرآیند یادگیری جدا کرد و طراحی آموزشی و فناوری آموزشی باید در مورد مهارتها، عادات و باورهایی باشد که باید آموخت.
< span>This book is the outcome of a research symposium sponsored by the Association for Educational Communications and Technology [AECT]. Consisting of twenty-four chapters, including an introduction and conclusion, it argues that informational content should not be the main element of education, and that to provide more for learners, it is necessary to go beyond content and address other skills and capabilities. It also discusses the false premise that learning is complete when the information is known, not when learners seek more: their own directions, answers, and ideas. The authors assert that the ability to synthesize, solve problems and generate ideas is not based on specific content, although education often focuses solely on teaching content. Further, they state that content can be separated from the learning process and that instructional design and educational technology must be about the skills, habits, and beliefs to be learned.
Educational Technology Beyond Content The 2018 Summer Research Symposium: An Introduction What Is a Symposium? What Does It Mean to Aim Beyond Content? What Is in the Chapters of This Book? References Contents Chapter 1: Unfinished Business: The Missing Skills The Fragmentation of Goals A Way Forward and a Proposal What Is Skill? Skilled Performance as a Unique Class of Learning Revisiting the Taxonomies Conclusion References Chapter 2: Aha, I’m a Designer?! Becoming Empowered Designers Through Course Experiences Evolving Relations Between Theory and Practice Quest for Design Truths in Instructional Design Consequences of Focusing on the Truth About Design Understanding Design from Design Thinking Design as a Problem-Solving Activity Methods Data Context Data Collection and Analysis Trustworthiness Findings I Am Not a Designer Design Is Everywhere I Am a Designer Where Are They Now? Implications What We Learned Future Design Education Reflections Appendix A: Design Reflection Journal Topics Overview Journal Deadlines and Instructions Reflective Journal Entry 1 Reflective Journal Entry 2 Reflective Journal Entry 3 Reflective Journal Entry 4 Reflective Journal Entry 5 Appendix B: LEES 650 Design Philosophy Paper Guide References Chapter 3: What Should Be the Content for Student Learning? Introduction: What Is? vs. What Should Be? What Exists: Content as Cognitive Subject Matter Divorced from Emotion and Intention What Should Be: How Do We Guide Students to Be Rational? Examples of Totally Integrated Education (TIE) Unionville Elementary School Curriculum SUNY Cobleskill Fisheries, Wildlife and Environmental Sciences Program SUNY Cobleskill Biotechnology Program Summary and Conclusion References Chapter 4: Building a Holistic Design Identity Through Integrated Studio Education Introduction Building a Design Identity Through the Hidden Curriculum Method Program Goals and Institutional Context Creating the Integrated Studio Design Leadership Productive Failure Design Expertise and Tacit Knowledge Implications and Future Work Conclusion References Chapter 5: Language Learning Beyond Content: An Exploratory Study of Higher-Order Thinking and Digital Literacy via Digital Book Trailers in an ESL Reading Classroom DBT in Second Language Classrooms: The Rationale DBT and L2 Literacy Development DBT and Higher-Order Thinking Skills DBT and Digital Literacy Implementing DBT in an ESL Reading Class Project Description Instructional Context Book Selection Implementation Procedures Results of Implementation Conclusion References Chapter 6: Promoting Acquisition and Generalization of Skills for Individuals Severely Impacted by Autism Using Immersive Technologies Introduction Impact Innovation Program Virtuoso: The Technology Arm of Impact Innovation Background and Context Three-Dimensional Virtual Learning Environments for Individuals with ASD Technology Interventions for Using Public Transportation Use Case Example: Virtuoso 3D CVLE Design Considerations: Applying Heuristics for Generalization Discussion and Conclusion References Chapter 7: The Design Discourse of the Advanced Beginner Purpose Theoretical Framework Methods Data Sources Analytical Procedures Results and Discussion The Composition of Design Discourse The Emergence of Design Discourse in Studio Sessions Conclusion References Chapter 8: Organizational Systems’ Effect on Training Success: Why Covering the Content Is Not Enough Context and Setting Designing Training for a New System Challenges That Arose During Implementation Struggling to Create Learning That Goes Beyond Delivering the Content Why Was the Training Not Effective? Lessons Learned References Chapter 9: Developing Crosscutting Competencies for a Transdisciplinary World: An Extension of Bloom’s Taxonomy Design for Acquisition of Crosscutting Skills for Jobs of the Twenty-First Century Transdisciplinary Bloom’s Taxonomy Competency Levels and Definitions First Steps Toward Validating the Taxonomy Considerations in Designing and Testing the Model Planning Design Implementation and Testing Conclusion and Implications References Chapter 10: Technological Tribal Territories: How Culture Influences Learning Beyond Content in Educational Technologies: A Narrative Review of Literature Culture in Educational Technology Methodology Educational Website Design Educational Gaming Conclusion References Chapter 11: The Playable Case Study: An Online Simulation for Skill and Attitudinal Learning Introduction What Is a Playable Case Study? The Cybermatics PCS: Design Description and Pilot Test Cybermatics Design Cybermatics Pilot Test Findings from the Pilot Test Insights About the PCS: Facilitating Broader Views of Student Learning Conclusion References Chapter 12: A Content-Agnostic Praxis for Transdisciplinary Education Introduction Vignette: Grappling with Multiple Design Dimensions Praxis Habits of Mind Ways of Knowing Transdisciplinary, Content-Agnostic Skillset Conclusion References Chapter 13: Designing Instruction for the Age of Singularity: A Transactional View as to How Knowledge Is Synthesized Background The New Ecosystem in Which Learning Resides An Evolving Media Ecosystem A Preliminary Model to Define Educational Media in Terms of an Ecosystem Summary References Chapter 14: Threading Self-Regulation and Self-Efficacy in a Flipped College Spanish Course Introduction Self-Regulation and Self-Efficacy Self-Regulation and Self-Efficacy in Second Language Learning The Flipped Spanish Course Threading Self-Regulation and Self-Efficacy The Study Participants Data Collection and Procedures Data Analysis Results Development of Spanish Learners’ Self-Regulation Skills Learners’ Perception of Self-Efficacy in the Use of Spanish Discussion and Conclusion Significance of Self-Regulation and Self-Efficacy in Flipped Language Learning References Chapter 15: Learning Through Play Introduction What Is Play and Why Should We Care? What Does Learning Through Play Look Like? How Can Educational Technology Facilitate Attitudes of Play? Conclusion References Chapter 16: Relationships, Feedback, and Student Growth in the Design Studio: A Case Study Introduction Background: How We Developed the Case The Case of Sasha: Finding Value in Critiques Theme 1: Learning to Value Critique Theme 2: Deeper Relationships Discussion and Conclusion References Chapter 17: Beyond Bricks and Mortar: Attributes of the School Environment That Teachers Relate to Creative Instruction Introduction Literature Research Design Discovery Finding 1: The Physical Environment Matters to Creative Instruction Furniture and Interior Finishes Building Architecture Finding 2: The Socio-organizational Environment Matters to Creative Instruction Finding 3: Attributes of the Environment That Matter to Creative Instruction Are Interrelated Discussion Recommendations References Chapter 18: What Else Did Pre-service Teachers Learn in a Maker Education Course in a Teacher Education Program Beyond Content? Introduction Method Research Context and Participants Data Collection and Analysis Results Developing Twenty-First-Century Skills for Learning and Teaching Cultivating a Maker Mindset Changing Perceptions and Practice of Learning and Teaching Discussion References Chapter 19: Training Motivational Regulation Skills Through Virtual Avatars in Online Learning Introduction Motivational Regulation Model and MRSs Motivational Regulation, Cognitive Learning, and Engagement Rationales and an Example of the VA-MRS Training Module Why to Use the Motivational Regulation Model? Why to Use Virtual Avatars? Module Structure Virtual Avatars Motivational Regulation Messages LMS Integration Future Study References Chapter 20: The Effects of Wearables on Performance in Education: Serving the Whole Student with Directed Attention on Health and Wellness Introduction Literature Review Integrating Wearables with Intentionality Method Participants Procedure Instruments and Timeline Results Demographics Discussion Limitations of the Study Conclusions and Future Studies References Chapter 21: Business Students Meet the Real World: Creative Problem-Solving via a Complex Role-Playing Simulation Evolution of the Simulation Design of the Simulation Insights from Select Participants About the Interplay Between Course Design and Learning Outcomes References Chapter 22: How Social Presence on Twitter Impacts Student Engagement and Learning Introduction Literature Review Conceptual Framework Methodology Central Research Question Related Research Questions Results Interpretation of Findings Implications Future Research Conclusion References Chapter 23: Breaking Bad: The Role of Landscape Architecture in Shaping the Future of Higher Education Introduction Did You Say Landscape Architecture? LA 111: Living on the Right Side of the Brain The Creative Study Tour Gear Up Kentucky Into the Fog Looking Back Moving Forward References Chapter 24: Creating a Rubric to Support the Development of Authentic Learning Experiences Introduction Background Our Roles Review of Frameworks Student as Producer Social Pedagogies Creation of the Rubric Gathering Practitioner Feedback Feedback and Suggestions Overall Implications for Rubric Use Revision 1: Identify a Primary Audience for Rubric Use Revision 2: Simplify Content and Layout Summary and Next Steps Appendix A: Students as Producers Framework Appendix B: Social Pedagogies Framework Appendix C: Assessment of Authentic learning Rubric References Index