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Epistemological approaches to digital learning in educational contexts / / edited by Linda Daniela
Epistemological approaches to digital learning in educational contexts / / edited by Linda Daniela
Edizione [First edition.]
Pubbl/distr/stampa Abingdon, Oxon : , : Routledge, , 2020
Descrizione fisica 1 online resource (xviii, 142 pages)
Disciplina 371.33
Collana Perspectives on education in the digital age.
Soggetto topico Educational technology
ISBN 1-000-06281-3
1-000-06283-X
0-429-31950-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Preface The Concept of Smart Pedagogy for Learning in the Digital World Linda DanielaGoing Beyond Digital Literacy to Develop Computational Thinking in K12 EducationDivya Menon, Sowmya BP, Margarida Romero and Thierry VievilleThe Role of Algorithmic Thinking Development in the Learning of Elementary School Pupils aged 10 - 13Miroslava Černochová, Hasan Selcuk and Milan SvobodaDigital Educational Games in Primary Education. Revisiting the Results of the Research Projects of the ETiE InitiativeEmmanuel FokidesDigital Learning Materials: Does Content Make the Difference in a Digital World?Polyxeni Kaimara, Sofia-Maria Poulimenou and Ioannis DeliyannisUnpacking Digital Play in Children's PlayJennifer Wong-PowellMaterialities in digital education. A Focus on Small Italian SchoolsGiuseppina Rita Jose Mangione and Samuele CalzoneA Proposal of Smart Pedagogy for the School: Educational Curation as an Active MethodologyMarilene Santana dos Santos Garcia and Luciano Frontino de MedeirosFuture challenges for ensuring technology enhanced learningLinda Daniela
Record Nr. UNINA-9910861048503321
Abingdon, Oxon : , : Routledge, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The future of innovation and technology in education : policies and practices for teaching and learning excellence / / edited by Anna Visvizi, Miltiadis D. Lytras and Linda Daniela
The future of innovation and technology in education : policies and practices for teaching and learning excellence / / edited by Anna Visvizi, Miltiadis D. Lytras and Linda Daniela
Edizione [First edition.]
Pubbl/distr/stampa United Kingdom : , : Emerald Publishing, , [2019]
Descrizione fisica 1 online resource (336 pages)
Disciplina 371.3
Collana Emerald studies in higher education, innovation and technology
Soggetto topico Educational innovations
Educational technology
Education - Teaching Methods & Materials - General
Educational strategies & policy
ISBN 1787565572
1787565556
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Prelims -- Introduction the future of innovation and technology in education: a case for restoring the role of the teacher as a mentor -- Part I: Learning innovation for digital economy and sustainable development -- Chapter 1 How to predict the unpredictable: technology-enhanced learning and learning innovations in higher education -- Chapter 2 Focus on the agency of learners to innovate in pedagogy -- Chapter 3 A review of educational innovation from a knowledge-building pedagogy perspective -- Chapter 4 Agile digital skills examination for the digital economy: knowledge and social capital management frameworks through social networking -- Chapter 5 Innovation in higher education: towards enhancing sustainable development -- Part II: The use of ICT for teaching, learning and assessment -- Chapter 6 Collaborative writing and knowledge creation in a social media online community -- Chapter 7 How to use ICT in the classroom effectively: the technological blend -- Chapter 8 The use of tablets in lower secondary education: students' perspectives and experiences -- Chapter 9 School website as a media: practice and potential of the school website content -- Chapter 10 Using Facebook as a massive open online course environment: supported functionalities and challenges -- Chapter 11 Assessing the impact of virtual reality on engineering students' spatial ability -- Chapter 12 Immersive experiences in online higher education: virtual presence and flow -- Chapter 13 Educational data mining for peer assessment in communities of learners -- Part III: Case studies -- Chapter 14 Student-teachers' ability to implement competency approach: the case of the University of Latvia -- Chapter 15 Online-to-offline teaching reform in China: outcomes-based education -- Chapter 16 A prescriptive instructional systems design model: a Rasch-model case for Saudi Arabia -- Chapter 17 Do we all speak the same language in Europe? Finding out by playing -- Chapter 18 Innovation in a Dean's office: the case of Polish HEIs -- Chapter 19 Education, innovation and the prospect of sustainable growth and development -- Index.
Record Nr. UNINA-9910793287703321
United Kingdom : , : Emerald Publishing, , [2019]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The future of innovation and technology in education : policies and practices for teaching and learning excellence / / edited by Anna Visvizi, Miltiadis D. Lytras and Linda Daniela
The future of innovation and technology in education : policies and practices for teaching and learning excellence / / edited by Anna Visvizi, Miltiadis D. Lytras and Linda Daniela
Edizione [First edition.]
Pubbl/distr/stampa United Kingdom : , : Emerald Publishing, , [2019]
Descrizione fisica 1 online resource (336 pages)
Disciplina 371.3
Collana Emerald studies in higher education, innovation and technology
Soggetto topico Educational innovations
Educational technology
Education - Teaching Methods & Materials - General
Educational strategies & policy
ISBN 1787565572
1787565556
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Prelims -- Introduction the future of innovation and technology in education: a case for restoring the role of the teacher as a mentor -- Part I: Learning innovation for digital economy and sustainable development -- Chapter 1 How to predict the unpredictable: technology-enhanced learning and learning innovations in higher education -- Chapter 2 Focus on the agency of learners to innovate in pedagogy -- Chapter 3 A review of educational innovation from a knowledge-building pedagogy perspective -- Chapter 4 Agile digital skills examination for the digital economy: knowledge and social capital management frameworks through social networking -- Chapter 5 Innovation in higher education: towards enhancing sustainable development -- Part II: The use of ICT for teaching, learning and assessment -- Chapter 6 Collaborative writing and knowledge creation in a social media online community -- Chapter 7 How to use ICT in the classroom effectively: the technological blend -- Chapter 8 The use of tablets in lower secondary education: students' perspectives and experiences -- Chapter 9 School website as a media: practice and potential of the school website content -- Chapter 10 Using Facebook as a massive open online course environment: supported functionalities and challenges -- Chapter 11 Assessing the impact of virtual reality on engineering students' spatial ability -- Chapter 12 Immersive experiences in online higher education: virtual presence and flow -- Chapter 13 Educational data mining for peer assessment in communities of learners -- Part III: Case studies -- Chapter 14 Student-teachers' ability to implement competency approach: the case of the University of Latvia -- Chapter 15 Online-to-offline teaching reform in China: outcomes-based education -- Chapter 16 A prescriptive instructional systems design model: a Rasch-model case for Saudi Arabia -- Chapter 17 Do we all speak the same language in Europe? Finding out by playing -- Chapter 18 Innovation in a Dean's office: the case of Polish HEIs -- Chapter 19 Education, innovation and the prospect of sustainable growth and development -- Index.
Record Nr. UNINA-9910807872303321
United Kingdom : , : Emerald Publishing, , [2019]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Inclusive digital education / / Linda Daniela, editor
Inclusive digital education / / Linda Daniela, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (313 pages)
Disciplina 371.334
Collana Educational communications and technology
Soggetto topico Education - Data processing
Educational technology
Inclusive education
Educació inclusiva
Tecnologia educativa
Soggetto genere / forma Llibres electrònics
ISBN 9783031147753
9783031147746
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Looking Forward to Inclusive Digital Education -- Organization of the Book -- Contents -- Inclusive Technology-Enhanced Education -- References -- A Third Space: Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL) -- Introduction -- Open Education Resources (OER) -- Students as Co-Creators of OERs -- User Generated Content: Its Role in Education and OER Development -- Open Education Practices (OEP) -- Supporting Students as Co-Creators and Consumers and Users of OERs -- UDL Underpinning Inclusive Equitable Design -- A Third Space Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL) -- Conclusion -- References -- Open Educational Resources for Inclusive Education: A Tangible Response for Italian School -- The ICF and the Use of Technologies -- Open Educational Resources (OER) -- Types of OERs and Where to Find Them -- Available Licences for the Creation of Open Multimedia Resources -- The Advantages of OERs -- OERs for Inclusive Education -- The Contribution of Research for the Italian School -- The So.Di.Linux Characteristics -- So.Di.Linux for the Inclusion of Specific Disabilities -- Essediquadro -- The Database -- Insights -- Essediquadro Training -- Target Users -- Contents and Methods of Use -- Conclusions -- References -- Digital Education to Approach the Affective Domain in Mathematics Learning -- Introduction -- Affective Domain in Mathematics -- Mathematics, Technology, and Affect -- Methodology -- Mobile Apps -- Robotics -- Learning to Drive -- Polygonal Routes -- Arithmetic at a Line -- GeoGebra -- 3D Design and Printing -- Analysis of Results -- Conclusion -- References -- Inquiry-Based Learning Focused on Inclusive Education in Programming of Robots: Challenges, Experience, and Feedback of First Cycle Students -- Introduction.
State of the Art in Student-Oriented IBL -- Application of Methodology to the Course with Focus on Gifted Students -- Teaching Process -- Learning Process: Students' Projects -- Project "Parking System" -- Project "Store Robot Logistic" -- Project "Maze Solution" -- Criteria for the Learning Assessment -- Results of Evaluation of the Methodology -- Results on Learning Process -- Results on Teaching Process -- Conclusions -- References -- Content Design for Inclusive Educational Environments -- Introduction -- Educational Game Design Frameworks -- Instructional Design Models -- ADDIE: A Five-Phase Model of Instructional Design -- A Four-Dimensional Framework for Evaluating Games and Simulation-Based Learning -- Game Development Life Cycle -- The WUIM Production Process -- Analyse: The First Phase of ADDIE -- Context of Learning -- Learner Characteristics -- Pedagogical Considerations -- Psychopedagogical Approaches for Teaching Students with SEND in Inclusive Classrooms -- Psychopedagogical Interventions in the Field of Special Education -- Psychopedagogical Affordances of Educational Games -- Mode of Representation -- Design: The Second Phase of ADDIE -- Develop: The Third Phase of ADDIE -- Implement: The Fourth Phase of ADDIE -- Evaluation: A Process for Each Phase of ADDIE -- Conclusions -- References -- Student-Centered Active Digital Technologies for High Abilities and Gifted Students -- Introduction -- Review of Literature -- Research Methods -- Findings and Analysis -- Future Scope -- References -- Inclusive Digital Education of Vulnerable Children During COVID-19 Pandemic: The Role of Social Work -- Vulnerable Children, Digital Gap, and Social Work -- COVID-19 Pandemic as an Accelerator of Digitalization in Social Work with Vulnerable Children as Well as Other Areas.
The Role of Social Work in Preventing the Widening of the Digital Gap: Evaluation Research -- Evaluation of Social Innovation -- Results of Social Innovation Impact Evaluation -- Social Work Intervention as a Tool to Improve Digital Skills -- Development of Digital Skills to Support the Stop of Digital Gap Expansion -- Risks of ICT Use for Vulnerable Children -- Recommendations for Preventing the Widening of Vulnerable Children's Digital Gap Through Social Work Interventions -- Conclusion -- References -- Digital Inclusion During the COVID-19 Pandemic: The Case of Austria -- Introduction -- Methodology -- Findings -- Deprivation from Digital Solutions -- Exclusion Through Inclusion -- Lack of Lobbying -- Intersecting Challenges -- Conclusion -- References -- Integrating Digital Pedagogies in the Era of the Inclusive Education: Needs Analysis and Use Cases from the Perspective of the "Visitor" Project -- Introduction -- Literature Review -- The Role of Digital Pedagogies for Virtual Museums -- The New Era of Learning Process Based on Inclusion -- Methodology -- Findings and Discussion -- Theme 1: Teachers Face Specific Obstacles in Applying Inclusive Pedagogical Practices and Planning Procedures -- Theme 2: Teachers Have Available ICT Competencies That Can Be Expanded -- Theme 3: Training Courses on the Efficient Implementation of Virtual Tours as a Pedagogical Tool Provide Valuable Assistance -- Conclusion -- References -- Scales of Inclusion in a Vertically Integrated Program for a Community-Focused Interactive Experience -- Introduction -- Pedagogical Philosophies in a Vertically Integrated Program -- Scales of Inclusion -- The Case Study: Economic Awareness Council's Investing Game -- The Second Effort -- Analyzing Pedagogy Within the Vertically Integrated Program -- Constructivism, Social Constructivism, and Constructionism.
Constructivism, Social Constructivism, and Constructionism in the Vertically Integrated Program -- Communities of Practice -- Communities of Practice in the VIP -- Achieving Inclusivity at Different Scales in a VIP Program -- Works Cited -- New Configurations of Inclusive Education: Contributions of Brazilian Edtechs to Accessibility and Inclusion -- Introduction -- Inclusion, Accessibility, and the Use of Technologies -- Inclusion with Assistive Technologies -- Brazilian Edtechs -- Methodology -- Final Considerations -- References -- A Step Further in Digital Divide: Information and Strategic Skills of the Academy -- Introduction -- Background -- Methods -- Results -- Discussion -- Conclusion -- References -- Towards an Inclusive Digital Learning Environment in Higher Education: Opportunities and Limitations Gleaned from Working Students' Remote Learning Experiences During COVID-19 -- Introduction -- Theoretical Background -- Methodology -- Data Collection -- Participants -- Reliability of the Survey -- Data Analysis -- Main Results -- Differences Between Student Groups and in the Digital Online Learning Process During COVID-19 -- Differences in Accessing Digital Learning Environment by Different Groups -- Differences in Overcoming Difficulties During Remote Online Learning -- Discussion -- Conclusion -- References -- Higher Education Students' Training Toward Inclusion -- Virtual Reality Introduces Socially Assistive Robots Technologies for Digital Inclusion -- Introduction -- Socially Assistive Robots and ASD -- VR in Higher Education -- Scenario on SAR and ASD for HE Students -- Scenario -- Students' Experience -- Conclusion -- References -- Reconstruction of the Phenomenon of Social Inclusion Within ICT in Academia - Voices from Europe -- ICT in Academia - Theoretical Framework -- Theoretical and Methodological Frameworks of Our Study.
Methodology -- Research Questions -- Methods -- About Questionnaire Study -- Group Interviews -- Results of Questionnaire Study -- Results of Group Interviews -- Experiences of Students with ICT at HEI -- Challenges for IT at HEI -- The Future of IT at HEI in the Field of Educational Studies -- Conclusions and Discussion -- References -- Psychogeography and Digital Technologies: Inclusive Creative Experiences in an Academic Environment -- Introduction -- Space, Place, and Landscape: It Is All About the Experience -- Place Is Specific, Although Psychogeographically Transformed -- Bachelard's Phenomenology and Philosophy of Imagination: Construct Images from Reality That Transcend Reality -- Topo-analysis: An exploration of Students' Relationship to Those Spaces That Are Meaningful to Them -- Widening Students' Participation via Sensing Differently Supports an Inclusive Environment -- Psychogeography Experiment in Audio & -- Visual Arts Department in Ionian University -- Conclusion -- Bibliography -- Breaking the Digital Gender Gap with Inclusive Digital Education -- The Gender Gap in STEAM Disciplines -- Breaking Gender Stereotypes for Inclusive Schools -- Exploring Gender Stereotypes -- Procedure -- Results -- Conclusion -- References -- Esports: A New Frontier for Inclusion Through Competitive Game Engagement -- Introduction -- Setting the Scene -- Theoretical Review -- Defining Esports -- Game Traits of Motivation, Personalisation, and Inclusion -- Methodology and Analytical Approach -- The Coordinators Category -- The Competitive Video Game Players Category -- The Nature of the Interviews -- Analysis and Interpretation -- Summarising Results -- Conclusion -- References -- Index.
Record Nr. UNINA-9910624377203321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The Internet of Things for education : a new actor on the stage / / Linda Daniela, editor
The Internet of Things for education : a new actor on the stage / / Linda Daniela, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (198 pages)
Disciplina 371.334
Soggetto topico Artificial intelligence - Educational applications
Internet de les coses
Internet en l'ensenyament
Aprenentatge electrònic
Soggetto genere / forma Llibres electrònics
ISBN 3-030-85720-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910512187903321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Smart pedagogy of game-based learning / / Linda Daniela, editor
Smart pedagogy of game-based learning / / Linda Daniela, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (238 pages)
Disciplina 371.337
Collana Advances in Game-Based Learning
Soggetto topico Educational games
Teaching
Jocs educatius
Ensenyament
Soggetto genere / forma Llibres electrònics
ISBN 3-030-76986-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Hopes for Game-Based Learning -- Organization of the Book -- References -- Contents -- About the Authors -- Chapter 1: Game-Based Learning and Assessment of Creative Challenges Through Artefact Development -- Introduction -- Creativity Challenges: Three Experiments for Applying Creativity and Artefact Building -- Assessing Creativity and Meeting Objectives -- Achievements and Interpreting Them -- Conclusions -- References -- Chapter 2: The Role of Instructional Activities for Collaboration in Simulation-Based Games -- Introduction -- Collaboration in GBL and Simulation-Based Games -- Instructional Activities to Trigger Collaboration -- Methods -- RealGame Simulation-Based Business Game Environment -- Instructional Activities in the Simulation-Based Game Session -- Participants, Data Collection and Analysis -- Findings -- Pre-game Instructional Activities -- During-Game Instructional Activities -- Pop-Up Instruction -- Feedback in the Interim Results Session -- Concluding Discussion -- References -- Chapter 3: Repurposing Tech Tools for Game-Based Learning -- Methods -- What Is a Curricular Game? -- Game Stories: Plausibility and Messaging -- Storytelling: Words, Images, and Actions -- Decision-Making: Linking -- Immediate Feedback: Responses and Fail States -- Assessment: Making Thinking Visible -- Conclusion -- Works Cited -- Chapter 4: Designing and Playing Games in Scratch: Smart Pedagogy of a Game-Based Challenge for Probabilistic Reasoning -- Introduction -- Literature Review -- Methodology -- Participants and Context -- Data Collection and Analysis -- Results -- The Role of Randomness in Designing and Playing Games -- Spatial Representations in Designing and Playing Games for Expressing Probability -- Discussion and Conclusions -- References.
Chapter 5: Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management -- Background -- The Game -- Findings -- Results from the Survey -- Correlation Between Lack of Involvement and Biases in Decision-Making -- Discussions -- Conclusion -- References -- Chapter 6: Game-Based Learning for Teaching Multiplication and Division to Kindergarten Students -- Introduction -- Rationale -- Methodology -- First Phase -- Second Phase -- Third Phase -- Results -- Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Multiplication -- Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Division -- Evaluating the Stratification of Students on Multiplication According to Their Success in Pretest -- Evaluating the Stratification of Students on Division According to Their Success in Pretest -- Conclusions and Discussion -- References -- Chapter 7: Gamify Gamifying: Learning with Breakouts -- Game-Based Learning in Education -- Gamification and Cognitive Processes -- Gamification with Breakouts -- Experience with Digital Breakouts -- Objectives of the Activity -- Procedure -- Tools Learning Phase -- Development Phase in Cooperative Groups -- Obtained Results -- Conclusions -- Appendix 1. Questionnaire Used -- References -- Chapter 8: Designing an Online Escape Room as an Educational Tool -- Introduction -- State of the Art -- Research Design -- Results -- Discussion -- Conclusions -- References -- Chapter 9: Factors Affecting Game-Based Learning Experience: The Case of Serious Games -- Introduction -- Factors Commonly Used in Serious Games' Assessment -- Method -- Research Questions -- Participants and Duration of the Project -- Materials -- Instrument -- Procedure and Data Processing -- Results -- Discussion -- Implications for Research and Practice -- Limitations and Future Research -- Conclusion.
References -- Chapter 10: Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation -- Introduction -- Methodology -- Results -- Conclusions -- References -- Chapter 11: Reflections on the Application of a Gamified Environment to Foster Young​ ​Learners' Digital Competencies -- Introduction -- Key Definitions -- The European Digital Competence Framework (DigComp) -- Game-Based Learning (GBL), Gamification, and Educational Games -- Digital Educational Games -- The Context -- Digital Citizenship Education to Support Smart Pedagogy -- User Experience (UX) and Educational Design Research -- Design, Development, and Evaluation -- Reflections and Recommendations -- Conclusion -- References -- Chapter 12: Game Design for Adult Learning: Blending Smart Pedagogy and an Andragogic View -- Introduction -- Theoretical Background -- Andragogy: Adult Education -- Games in Adult Education -- Game Design for Adult Learning -- Smart Pedagogy -- Research Methodology -- Data Analysis -- Some Final Thoughts -- References -- Chapter 13: Serious Film Games (S.FI.GA.): Integrating Game Elements with Filmmaking Principles into Playful Scriptwriting -- Introduction -- Theoretical Perspectives and Basic Principles -- First Principle: Respect for the Personal and Private Reality of Each Student -- Second Principle: Passing Through Character Integrity on Students' Scriptwriting -- Third Principle: Readiness for Change, Openness, and Innovative Mood -- Storytelling and Creativity Methods -- Game-Based Learning Principles -- Learning Objectives -- Research Methodology -- Game Description -- Discussion of Results -- Phase 1: Evaluation Questionnaire -- Phase 2: Semi-structured Interviews -- Conclusion -- Appendix -- Complementary Material -- Video Recordings -- References.
Correction to: The Role of Instructional Activities for Collaboration in Simulation-Based Games -- Index.
Record Nr. UNINA-9910502630303321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui