Author: Centre for Educational Research and Innovation
Publisher:
ISBN:
Category : Educational planning
Languages : en
Pages : 176
Book Description
The Use of Simulation Models in Educational Planning
Author: Centre for Educational Research and Innovation
Publisher:
ISBN:
Category : Educational planning
Languages : en
Pages : 176
Book Description
Publisher:
ISBN:
Category : Educational planning
Languages : en
Pages : 176
Book Description
Interactive Modeling
Author: Margaret Berry Wilson
Publisher: Center for Responsive Schools, Inc.
ISBN: 1892989530
Category : Education
Languages : en
Pages : 210
Book Description
Be a more effective teacher by using this simple, yet transformative, technique for teaching essential academic and social skills, routines, and behaviors. Through Interactive Modeling, your students actively observe, model, and practice skills that can lead to higher, lasting achievements and kinder classrooms. You'll save time; they'll gain mastery!, You can use Interactive Modeling to help your students achieve success in: math, reading, writing, social studies, science, working in groups, making smooth transitions, using supplies carefully, test-taking, and more! Book jacket.
Publisher: Center for Responsive Schools, Inc.
ISBN: 1892989530
Category : Education
Languages : en
Pages : 210
Book Description
Be a more effective teacher by using this simple, yet transformative, technique for teaching essential academic and social skills, routines, and behaviors. Through Interactive Modeling, your students actively observe, model, and practice skills that can lead to higher, lasting achievements and kinder classrooms. You'll save time; they'll gain mastery!, You can use Interactive Modeling to help your students achieve success in: math, reading, writing, social studies, science, working in groups, making smooth transitions, using supplies carefully, test-taking, and more! Book jacket.
Research in Education
Resources in Education
AFHRL-TR.
Author: Air Force Human Resources Laboratory
Publisher:
ISBN:
Category : Aeronautics, Military
Languages : en
Pages : 706
Book Description
Publisher:
ISBN:
Category : Aeronautics, Military
Languages : en
Pages : 706
Book Description
Higher Education Planning
Author: D. Kent Halstead
Publisher:
ISBN:
Category : Education, Higher
Languages : en
Pages : 566
Book Description
Publisher:
ISBN:
Category : Education, Higher
Languages : en
Pages : 566
Book Description
Research Anthology on Business and Technical Education in the Information Era
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1799853462
Category : Education
Languages : en
Pages : 1448
Book Description
The Fourth Industrial Revolution has disrupted businesses worldwide through the introduction of highly automated processes. This disruption has affected the way in which companies conduct business, impacting everything from managerial styles to resource allocations to necessary new skillsets. As the business world continues to change and evolve, it is imperative that business education strategies are continuously revised and updated in order to adequately prepare students who will be entering the workforce as future entrepreneurs, executives, and marketers, among other careers. The Research Anthology on Business and Technical Education in the Information Era is a vital reference source that examines the latest scholarly material on pedagogical approaches in finance, management, marketing, international business, and other fields. It also explores the implementation of curriculum development and instructional design strategies for technical education. Highlighting a range of topics such as business process management, skill development, and educational models, this multi-volume book is ideally designed for business managers, business and technical educators, entrepreneurs, academicians, upper-level students, and researchers.
Publisher: IGI Global
ISBN: 1799853462
Category : Education
Languages : en
Pages : 1448
Book Description
The Fourth Industrial Revolution has disrupted businesses worldwide through the introduction of highly automated processes. This disruption has affected the way in which companies conduct business, impacting everything from managerial styles to resource allocations to necessary new skillsets. As the business world continues to change and evolve, it is imperative that business education strategies are continuously revised and updated in order to adequately prepare students who will be entering the workforce as future entrepreneurs, executives, and marketers, among other careers. The Research Anthology on Business and Technical Education in the Information Era is a vital reference source that examines the latest scholarly material on pedagogical approaches in finance, management, marketing, international business, and other fields. It also explores the implementation of curriculum development and instructional design strategies for technical education. Highlighting a range of topics such as business process management, skill development, and educational models, this multi-volume book is ideally designed for business managers, business and technical educators, entrepreneurs, academicians, upper-level students, and researchers.
Multimedia for Learning
Author: Stephen M. Alessi
Publisher: Allyn & Bacon
ISBN:
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.
Publisher: Allyn & Bacon
ISBN:
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.
The Classroom Arsenal
Author: Douglas D. Noble
Publisher: Routledge
ISBN: 1351397370
Category : Education
Languages : en
Pages : 216
Book Description
A quarter of a century after its initial publication, The Classroom Arsenal remains pivotal in understanding and challenging the relentless promotion of technology to reform education. This seemingly benign education technology juggernaut carries forward the momentum of military agendas in man-machine systems detailed in the book. Promoters continue to flood schools with technology and its (still unfulfilled) promise of cutting edge, "personalized learning." Meanwhile, they continue as well their insatiable pursuit of federal funding, educational legitimacy, corporate profits, and access to student subjects and their accumulated learning data for product development.? Less understood, though, is a companion enterprise, there from the start, to replace teaching and learning in traditional classrooms by efficient automated systems that manage and monitor human cognition and learning for high-performance systems, from weapons systems to high tech corporations. As education is moved?imperceptibly away from its traditional humanistic aims and from the classroom itself, the goal of this human engineering project, the depersonalized accumulation of cognitive components for a 21st century militarized economy, best befits the book’s original title: "The Human Arsenal." This ongoing military/corporate-sponsored enterprise continues to impact education today, largely unnoticed. One example is the federally-funded Advanced Distributed Learning Initiative (ADL), which has been a major force behind the implementation of electronic learning systems, now used in all Defense Department and federal employee training. With the Defense Advanced Research Project Agency (ARPA) ADL is developing structures to capture students’ soft skills, and the Army Research Laboratory is developing "intelligent tutoring systems" to enable "instructional management of affect, engagement, and grit (perseverance)." ADL through the Department of Defense has developed Experience API, a learning technology that can monitor all student online and offline interactions and archive these in date lockers or learning record stores. ADL has already impacted thousands of school districts through nonprofits such as IMS Global and Future Ready Schools, part of an industry massively subsidized by high tech corporations and valued at $255 billion annually. A $90 million Advanced Research Projects Agency for Education (ARPA-ED), modeled after the military’s ARPA,?has been proposed to fund "dramatic breakthroughs in learning and teaching." These include "digital tutors as effective as personal tutors" and, with the Navy’s Full Spectrum Learning project, "data collection tools for personalized education modeled after corporate data analysis that identifies consumer patterns and preferences." ADL is just one example of how the military/corporate ed tech enterprise is changing public education by hollowing?it out into something that can be digitized, data-driven, automated, and monitored. Its promoters envision education as children interacting with online learning systems where, based on past performance, algorithms will serve up what each student needs to know next. Through this digital curriculum, students create virtual educational identities at very young ages and learning devices are watching students as much as students are watching them. Such is the education landscape presaged by The Classroom Arsenal a quarter century ago, whose origins and trajectories need to be deeply understood now more than ever.
Publisher: Routledge
ISBN: 1351397370
Category : Education
Languages : en
Pages : 216
Book Description
A quarter of a century after its initial publication, The Classroom Arsenal remains pivotal in understanding and challenging the relentless promotion of technology to reform education. This seemingly benign education technology juggernaut carries forward the momentum of military agendas in man-machine systems detailed in the book. Promoters continue to flood schools with technology and its (still unfulfilled) promise of cutting edge, "personalized learning." Meanwhile, they continue as well their insatiable pursuit of federal funding, educational legitimacy, corporate profits, and access to student subjects and their accumulated learning data for product development.? Less understood, though, is a companion enterprise, there from the start, to replace teaching and learning in traditional classrooms by efficient automated systems that manage and monitor human cognition and learning for high-performance systems, from weapons systems to high tech corporations. As education is moved?imperceptibly away from its traditional humanistic aims and from the classroom itself, the goal of this human engineering project, the depersonalized accumulation of cognitive components for a 21st century militarized economy, best befits the book’s original title: "The Human Arsenal." This ongoing military/corporate-sponsored enterprise continues to impact education today, largely unnoticed. One example is the federally-funded Advanced Distributed Learning Initiative (ADL), which has been a major force behind the implementation of electronic learning systems, now used in all Defense Department and federal employee training. With the Defense Advanced Research Project Agency (ARPA) ADL is developing structures to capture students’ soft skills, and the Army Research Laboratory is developing "intelligent tutoring systems" to enable "instructional management of affect, engagement, and grit (perseverance)." ADL through the Department of Defense has developed Experience API, a learning technology that can monitor all student online and offline interactions and archive these in date lockers or learning record stores. ADL has already impacted thousands of school districts through nonprofits such as IMS Global and Future Ready Schools, part of an industry massively subsidized by high tech corporations and valued at $255 billion annually. A $90 million Advanced Research Projects Agency for Education (ARPA-ED), modeled after the military’s ARPA,?has been proposed to fund "dramatic breakthroughs in learning and teaching." These include "digital tutors as effective as personal tutors" and, with the Navy’s Full Spectrum Learning project, "data collection tools for personalized education modeled after corporate data analysis that identifies consumer patterns and preferences." ADL is just one example of how the military/corporate ed tech enterprise is changing public education by hollowing?it out into something that can be digitized, data-driven, automated, and monitored. Its promoters envision education as children interacting with online learning systems where, based on past performance, algorithms will serve up what each student needs to know next. Through this digital curriculum, students create virtual educational identities at very young ages and learning devices are watching students as much as students are watching them. Such is the education landscape presaged by The Classroom Arsenal a quarter century ago, whose origins and trajectories need to be deeply understood now more than ever.
Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.