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ویرایش: 5 سری: ISBN (شابک) : 9783030361181, 3030361187 ناشر: SPRINGER سال نشر: 2020 تعداد صفحات: 897 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 19 مگابایت
در صورت تبدیل فایل کتاب HANDBOOK OF RESEARCH ON EDUCATIONAL COMMUNICATIONS AND TECHNOLOGY : learning. 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 جزوه تحقیق در مورد ارتباطات و فناوری آموزشی: یادگیری. 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.
Foreword A New Direction Scholarship to Address Contemporary Challenges References Contents PART 1: Research Chapters Introduction to Research Chapters Section I: Understanding How Instructional Design/Technology Can Help All Learners Be Successful Motivating and Engaging Students Using Educational Technologies Introduction Defining Motivation and Engagement Antecedents and Consequences of Motivation and Engagement Motivation Theories Assessing Motivation and Engagement Self-Reports Behavioral Measures Ratings by Others Physiological Data Designing Instruction to Motivate and Engage Students Empowerment Strategies Usefulness Strategies Success Strategies Interest Strategies Caring Strategies Evidence for the MUSIC Model The Motivating Effects of Current Technologies Issues in the Study of Motivation and Engagement Construct Issues Methodological Issues Interpretation Issues Conclusions References Technologies to Enhance Self-Regulated Learning in Online and Computer-Mediated Learning Environments What Is Self-Regulated Learning? Self-Regulated Learning in Traditional Versus Digitally Mediated Environments Technologies to Support and Foster SRL in Online Environments The Use of Non-SRL Tools for SRL Purposes A New and Promising Area for SRL Research: Learning Analytics Current Challenges to Enhance Students’ Self-Regulation in Online and Computer-Mediated Environments Conclusion References Developing Expertise and Expert Performance Introduction Issues and Considerations in the Design of Expertise Training Who Can Benefit from Expertise Training? Mental Functions for Expertise Training Training Recognition Skills Training Intuitive Decision-Making and Reflection Instructional Design Models for Expertise Training Expertise-Based Training (XBT) Expert-Performance-Based Training (ExPerT) ShadowBox Integrative Pedagogy Example: Training Classroom Noticing Via Video Conclusions References Enhancing Knowledge Transfer Introduction Approaches to Transfer Behaviorist Approach Cognitive Approach Situated Cognition Approach Participationist Approach Developmental Practices Approach Main Strategies for Enhancing Transfer with Technology Paradigmatic Learning Designs for Facilitating Transfer Behaviorist Approach: Transfer Through Computer-Based Skills Training Cognitive Approach: Model-Based Learning for Transfer Situated Cognition Approach: Transfer by Playing Epistemic Games Participationist Approach: Transfer Through Mediational Practices Developmental Practices Approach: Transfer as Knowledge Co-creation Concluding Remarks References Section II: Understanding How to Accommodate Differences Among Learners Through Instructional Design/Technology Using Technology to Address Individual Differences in Learning Problem Definition Historical Overview Current Perspectives Individual Differences as States and Processes Promising Directions Addressing State-Level Differences Pretraining Approaches Addressing Process-Level Differences Translating Research on Individual Differences to Educator Practice: Universal Design for Learning Implications and Conclusions References Gender and Technology: Social Context and Intersectionality A Turn in the Scholarship Organization Positionality The Meaning of Gender The Meaning of Intersectionality Research Is Socially Situated, and So Is Gender: A Context for Emerging Trends in Educational Technology Research The Cultural Deficit Model Methodological Issues Goals of Research Bibliometrics and Research Focus Gender and Learning Research Circa 1980–2005 Gender and Learning Research Circa 2005–2017 Typical Research Questions Culture and Gender Stereotypes: Bias and Representation Discussion Gender and Psychosocial Factors Self-Efficacy Cultural Differences Culture and Beliefs About STEM Discussion Gender and Generational Differences Discussion From Digital Access Divide to Social Inclusion: Gender and Digital Fluency Access as a Human Right Digital Inclusion and Place Discussion Gender Online: Social Media, Age, and Culture Cultural Differences Discussion Gender and Pedagogical Practices: Schools and Curriculum Learning Spaces Discussion Gender and the Post-secondary Learning Environment: Disciplinary Cultures Discussion Gender in STEM Workplaces: Intersections with Race and Culture Professional Workplaces Recruitment and Retention in STEM Jobs Academic Workplaces Research Awards Discussion Emerging Challenges and Research Directions Beyond 2018 Gender and Design Thinking References Designing for Accessibility: The Intersection of Instructional Design and Disability Introduction Review Process Summary of Research Literature Persons with Disability Literature Educational Technology Literature Summary of Research Findings Universal Design for Learning (UDL) Inclusive Classrooms Adult Learners: Accommodation and Intervention Training and Professional Development Collaboration Using Instructional Design to Facilitate Access to, and through, Technology Strategies and Challenges Sustainability Through Policy Through ID Practice Through Enhanced Awareness and Collaboration Through Research Reflective Questions References Intellectual Development and Aging of Adults in Educational Technology Introduction Lifelong Learning and Adult Learners Intellectual Development in Adulthood Review of Recent Literature on Educational Technology and the Adult Learners Current Development of Online Learning for Adult Learners Factors Influencing Adults’ Adoptions of Technologies External Agents to Support Older Adults’ Learning of New Technologies Technologies Collecting Older Adults with the Societies and Communities Discussions Conclusions References Equity-Centered Approaches to Educational Technology Understanding Contexts of Equity and Contesting “Gaps” in Student Achievement The Allure of Technology as an Educational Panacea Developing, Sustaining, and Researching Equity-Centered Approaches to Educational Technology Conclusion References Cultural Implications in Educational Technology: A Survey Web-Based Learning E-learning Online Learning Distance Learning Cultural Considerations Digital Literacy Technology Use Social Networks Games Mobile Web 2.0 MOOCs Discussion References Using Technology to Facilitate Second Language Learning Introduction The Educational Need of Second Language Learners Recent SLL Research and Contributions of Technologies Providing Systematic Instruction and Collaborative Activities Addressing SLL Learners’ Unique Needs Developing Balanced Second Language Skills Creating Supportive Language Learning Contexts Using Learners’ Native Language and Culture Critical Research Questions and Methodologies Designing Sustainable and Scalable Technologies for SLL References Section III: Understanding the Role Instructional Design/Technology Plays in Achieving Broader Learning Outcomes Insights and Development of Non-cognitive Skills Introduction Non-cognitive Skills Distinguishing the Terms Cognitive, Non-cognitive, and Skills Non-cognitive Skills Defined Non-cognitive Skills in the Workforce Economic Impact Educational Implications Nature and Nurture Formal Educational Environments Educators and Non-cognitive Skills Implications for Instructional Design Meaningful and Active Experiences Collaboration Emotion Assessment and Feedback Building Trust Learning Intentions and Success Criteria The Intent of the Feedback The Learner’s Willingness to Receive Feedback Timeliness Conclusion References Understanding Learners’ Challenges and Scaffolding their Ill-structured Problem Solving in a Technology-Supported Self-Regulated Learning Environment Introduction Purpose Expert Model of Self-Regulated, Ill-Structured Problem Solving Learners’ Challenges in Solving Ill-Structured Problems Learners’ Challenges Within Problem Representation and Solution Generation Stages Challenges in Applying Prior Knowledge Challenges in Cognitive Processing Challenges in Regulative Thinking Challenges of Unproductive Epistemic Beliefs Challenges in Learners’ Motivation Learners’ Challenges Navigating Between Problem Representation and Solution Generation Designing Technology-Supported Learning Environments to Support Ill-Structured Problem Solving The Design of Problem Scenarios Scaffolding and Tools Scaffold Activation of Prior Knowledge Scaffold Cognitive Processing Scaffold Regulative Thinking Scaffold Motivation Scaffold Epistemic Beliefs Scaffold Navigation Between Problem Representation and Solution Generation Facilitating Ill-Structured Problem Solving in Technology-Supported Learning Environments Expert/Instructor Facilitation Peer Facilitation Tying Together: An Illustration of Holistic Scaffolding Discussion and Conclusion References A Systematic Review on E-learning Environments for Promoting Critical Thinking in Higher Education Introduction Learning to Think Critically in Higher Education. Teaching Approaches, Interventions, and Learning Environments Thinking Critically in E-learning Environments Methods Results and Discussion Characterization of E-learning Environments for Promoting Critical Thinking Critical Thinking in E-learning: Assessment, Good Practices, and Difficulties Conclusions and Challenges for Future Research References Supporting Sociocultural Learning in Online and Blended Learning Environments Introduction What Is Sociocultural Learning? Facilitating Sociocultural Learning Summary of Relevant Research Conclusion References Instructional Design for Learner Creativity Understanding Learner Creativity Divergent and Convergent Thinking Creative Self-Efficacy Autonomy Improvisation and Playfulness Willingness to Accept Failure Abstract Thinking Fostering Creativity in Learners Developing Individual Creative Attributes Improving Learners’ Holistic Creativity Translating Creativity Research into Practice Fostering Creativity Through Instructional Design and Technology Makerspaces Robotics Education Studio Learning Implications and Recommendations Supporting Creativity Through System and Space Design Teaching That Nurtures Creativity Promoting Holistic Creative Development Conclusion References Educating with Technology for Youth’s Civic Engagement Introduction Definitions Citizens Civic Engagement Citizen and Civic Education Citizen Education Curriculum Linking the Definitions Impact of Technology on Citizens Technology and Communities Technology and Civic Engagement Issues with Technology for Civic Engagement Youth-Specific Attitudes About Technology and Civic Engagement Research Questions and Methodology Technology Support of Civic Education for Youth Current Practices in Technology’s Role in Citizen Education for Civic Engagement Online Curricula Action Civics Community-Based Civic Education Citizen Science Citizen Journalism Conclusions References Section IV: Understanding How Instructional Design/Technology Contributes to Learning Outcomes Within Specific Subject-Matter Domains Minding the Gap: Lacking Technology Inquiries for Designing Instruction to Retain STEM Majors Introduction Barriers and Drivers of Change Engaging Learners in Agentive Practices Building on Students’ Cultural Practices and Experiences Supporting STEM Learning with Educational Technologies Future Directions for More Equitable Technology-Enhanced STEM Education References The Role of Instructional Design in Supporting the Transfer of Mathematical Knowledge and Skills Introduction Quantitative Literacy, Mathematical Literacy, and More The Issues with Teaching and Learning for Mathematical Literacy Decontextualized Instruction Need for Individualized Instruction and Scaffolding Students’ Perceptions, Attitudes, Motivation, and Confidence Role of Instructional Design in Addressing the Issues of Mathematical Literacy Situating the Mathematics Learning in Context Individualizing the Mathematics Learning Enhancing Motivational Outcomes and Confidence Conclusion References How Educational and Communications Technologies Play a Role in Arts and Humanities Teaching and Learning What Theoretical Ideas Guide the Use of ECT in Arts and Humanities Education What Counts as ECT in the Arts and the Humanities? Consumption Production Collaboration and Community Building How Have ECTs Been Taken Up in Arts and Humanities-Based Educational Settings? Classroom Spaces Informal Learning Spaces Online Learning Formal Online Courses Informal Online Learning Why Do ECTs Matter for the Arts and Humanities? References Vocational and Technical Learning Needs and Problems in Vocational and Technical Learning Review of the Relevant Literature Technical Skills Problem-Solving Skills General Employability Occupation-Specific Skills Online Learning The Role of Resource Centers Research Approaches and Methods Future Research Conclusion References Section V: Understanding the Role Instructional Design/Technology Plays in Different Learning Contexts The Digital Divide in Formal Educational Settings: The Past, Present, and Future Relevance Introduction Brief History of Digital Divide Operational Definition of Digital Divide Digital Divide Problem and Conceptual Model Level 1: School Infrastructure and Access Level 2: Classrooms and Use Level 3: Individual Students and Creation Review of Recent Empirical Research Level 1 Concerns Level 2 Concerns Level 3 Concerns Bridging the Three Levels of Digital Divide Level 1 Solutions Level 2 Solutions Level 3 Solutions Closing Remarks References The Role of Educational Technology in Informal Learning Environments: Making and Tinkering Introduction Informal Learning and “Making and Tinkering” Educational Technology and Learning in Informal Making and Tinkering Addressing Issues of Inequity in Learning with Technology Future Opportunities References Section VI: Understanding the Role Instructional Design/Technology Plays in Measuring and Communicating Learning Outcomes Assessing Learning Outcomes Introduction Terms and Definitions Instructional Goals Instructional Objectives and Learning Outcomes Formative and Summative Assessments Objectively Scored Assessments Learning Objectives Background Problems Associated with Assessing Learning Outcomes Difficulty in Assessing Higher-Level Learning Using Instrument that Do Not Align with the Test Purpose or Learning Objectives Using Inappropriate Types of Assessment Writing Quality Test Items Solving the Assessment Problem Alternative Assessment: A Pedagogical Solution Technology-Enabled Assessment Solutions Computer-Assisted Language Testing Reporting Assessment Data Conclusions References Competencies in Context: New Approaches to Capturing, Recognizing, and Endorsing Learning Definition of the Problem Comprehensive Responses to this Problem A Relatively Specific Response to this Problem: Open Digital Badges Open Digital Badges in the Assessment BOOC Examples Badges from the Assessment BOOC From Measuring Achievement to Capturing Learning Capturing Richer Evidence of Learning Contexts Capturing Broader Evidence of Individual Learning Capturing Evidence of Social Learning Capturing Evidence from Learning Pathways From Credentialing Graduates to Recognizing Learning Recognizing Learning Openly Recognizing a Broader Range of Competencies Recognizing a Broader Range of Proficiency of a Competency Recognizing Opportunities for Learning Recognizing Evidence to Motivate Learning From Accrediting Schools to Endorsing Learning Endorsing Learning with Peer Endorsement Endorsing Learning with Peer Promotion Discussion and Future Directions References Acknowledging All Learning: Alternative, Micro, and Open Credentials Definitions and Affordances of Alternative Credentials Amount of Data Scope Shareability Verifiability Needs and Challenges with Educational Credentials Credential Interpreters (Marketplace) Credential Earners Credential Issuers (Educational Institutions) Initial Research Findings into Open Microcredentials Research on Microcredentials as Effective Credentials Research on Microcredentials as Motivational Agents Research on Microcredentials from a Pedagogical Perspective Conclusions References Part VII: Research Chapters Afterword: What Role Could and Should Instructional Designers and Technologists Play in Achieving Larger Educational Goals? Defining Our Challenge and Our Role Clarifying Our Goal to Address Our Challenges To Advance Understanding of Instructional Designs and Technology Integration, Focus on Precedent, Failure, and Theory Emphasizing Our Unique Knowledge and Skills as Instructional Designers and Technologists References PART 2: Design Case Chapters Introduction to Design Case Chapters What Is this Section? What Are Design Cases? What Is this Section Doing in a Research Handbook? How this Section of the Handbook Might Be Used Perspective: Context and Focus of the Designs Perspective: Curators’ Notes Conclusion References WASH by Design: A Design Case on the Collaborative Curriculum Project for Elementary Schools in Rural Papua New Guinea Context: Situating the Design Making Up the Design Team My Role as a Researcher and Designer Identifying Stakeholders in the Community The Design Process Design Workshops Know WASH: Curating Content User Research Rationale for Design Decisions References Designing with Forgiveness in Mind for the Process Context The Case Creating Opportunities to Share Expertise Critical Decisions Considered Showing My Value Description of the Redesigned Course and Its Infrastructure Intended Experience for the Redesigned Course Pedagogical Design of Content Distinctive Aspects of the Redesigned Course Conflicting Expectations Underlying Aspects That Influenced the Redesigning Process Lessons Learned: Moving Forward References A Design Case of an Enterprise-Wide Learning Management System Introduction Context Initial Design Considerations and Guiding Principles Description of the Design Effects of the Shortened Timeline on the Product Initial Implementation of Learning Suite Conclusion Finding Junctures in Learning Design and Entrepreneurship: A Case of Experiential Learning in Online Education The Case for a Design Case So, What Is the Problem? A Design Philosophy Design and Implementation Context Participants’ Profiles The Key Design Decisions My Igniting First Ideas Course Initiation, Promotion, Content, and Evaluation Contribute to Elevate Social Presence Work as a Member of a Geographically Distributed Design Team Address Real Educational Problems Explore Entrepreneurial Opportunities Join a Professional Community Were the Design Decisions Impactful? Difficulties Encountered During the Design Case’s Enactment References Expanding the Reach to First-Generation Students: A Collaborative Learning Experience Between Criminology Students in Sweden and the United States Introduction The Design Team Design Conception and Background Theoretical Foundation Planning and Key Decision-Making Institutional-Level Decision-Making Task Design and Technology Social Interaction and Sense of Community Incentive and Feedback Implementation Challenges Successes References Reinventing Military Science in Higher Education: Using Service Learning and Cloud Computing to Develop Future Leaders Introduction Design Scenario Curriculum Model Design Elements Service Learning Problem-Based Learning Service-Learning Project Design and Learning Outcomes Service Project Design Technology Tool Decisions Fall 2013: Mesa Community Revitalization Spring 2014: Operation Smoke the Kids Project Feasibility and Over-/Underestimating Capabilities Span of Control Outcomes Fall 2013 Mesa Community Service Project Spring 2014 Operation Smoke the Kids Service-Learning Project Revision Reflections on the Project Future of ROTC and Instructional Design References An Activity-based Design Case for Step-by-step Teaching of Programming to Secondary School Students How the Idea Came Up Forming the Design Group Defining the Problem and Understanding Needs Identifying Topics for Lesson Plans Choosing Steps for Teaching Algorithmic Thinking Developing Initial Activities Review and Refinement Process Internal Design Team Refinement Teacher Feedback and Revision Pilot Testing of Lesson Plans and Further Revision Concluding Thoughts References Supports for Digital Science Games: Visualizing and Mapping Analogies Integrating Digital Games into Instruction to Dislodge Science Misconceptions Initial Rationale for the Design of the Digital Games and Instructional Materials The Design Process The Evolution of the Possible Worlds Digital Game Design The Evolution of the Design of the Possible Worlds Instructional Materials Instructional Material Design Guided by a New Theory: Analogy Mapping Lessons Learned over Ten Years of Game and Materials Design and Development References Design Case for Asynchronous Online Professional Development in Primary Grades Mathematics Introduction Context Critical Decisions in Our Design Process of the Professional Learning Experience Description of the Professional Development Reflections on Distinctive Aspects of the Design and Plans for Future Design Work References Evolutional and Technological Influences in Design: A Longitudinal Examination of the PRIDE Design Case Introduction Where Our Story Begins: The Time, Place, and Participants The PRIDE Curriculum Thinking Long-Term During a Rapidly Changing Domain Available Technologies Influenced Our Media Selection and Early Design Decisions Collaboration Challenges Within the Design and Development of the First Version The “Designated” Design Team and Marathon Meetings Balancing Language, Culture, and Character Differences Documenting a Shared Coding System Samples of Our Navigational Designs and the Rationales Behind Them Letting Learners See Their Progress Through Content Pages and Progress Indicators Guiding Learners Through the Training Letting Learners Know the Expectations How the Look of Our Training Changed over Time Changes in Our Graphics The Challenges with Creating Videos for the Design Case Keeping Score: Our Thoughts on Assessments The Final Take on What We Learned References Situated Learning Through Situating Learners as Designers Introduction Design Goals Background Designers’ Stance Theoretical Synthesis The Design Case Course Context The Design Final Product and Student Response Designer Perceptions and Reflections on the Design Case Conclusion References A Cross-Cultural Instructional Design Case Situated in a Global Workplace Learning Context Context Artifact Standards Performance Support Materials Training Materials Critical Design Decisions Needs Assessment Materials Pilot Testing Conclusion References Reconciliation as Design: A Design Case The Context of the Design The Design Perspective The Design Space The Design Process The Design The Process Appendix References Part VIII: Design Case Chapters Afterword: The Challenges and Opportunities of Sharing Design Studies The Challenges in Writing a Design Case The Challenge of Reviewing Design Cases The Challenge of Learning from Design Cases Design Cases as and for Research Coda References Index