Design of Technology-Enhanced Learning: Integrating Research and PracticeWinner of the Association of Educational Computing and Technology (AECT) 2018 Design and Development Outstanding Book Award Educators and researchers worldwide are confronted by a tantalizing challenge – how should contemporary technologies be used to enhance learning? This book provides a broad academic and teaching audience with an integrated understanding of learning technology research, and how it can be used to enhance the design of learning environments. Whereas some books focus exclusively on research relating to learning technology and others propose ways to use technology effectively, this book synthesises research for the purpose of informing best practice. After laying pedagogical, technological and content foundations, it examines research relating to the educational use of Web 2.0, social networking, mobile devices and virtual worlds. Analysis across these contexts leaves readers with a nuanced understanding of how technology-enhanced learning design principles may (or may not) be abstracted across different learning technology environments. Providing an integrated portrayal of learning technology research enables educators (academics, school teachers, pre-service teachers and educational designers) to immediately adopt evidence-based approaches in their teaching. The comprehensive synthesis of the literature also helps learning technology researchers to more clearly identify the interrelationships between different areas of learning technology research, as well as position their work amongst the practical problems of the field. Rich with examples, this book is suitable for those who want to adopt a design-based and research-driven approach to enhancing learning using technology. |
Contents
Other pedagogical approaches | |
Concluding remarks | |
Summary of multimedia learning principles | |
Issues and limitations of social networking in education | |
Social networking learning design recommendations | |
References | |
Mobile learning technologies | |
Issues and limitations of mobile learning | |
Mobile learning design and implementation recommendations | |
Learning | |
Uses of virtual worlds in education | |
Conceptualizing content using Anderson Krathwohls Taxonomy | |
Disciplines and their different representational demands | |
Concluding remarks | |
The challenge of developing design thinking | |
Critical reflections on design models | |
Summarizing the current state of design thinking and learning design | |
Design of Web 2 0 Enhanced Learning | |
Uses of Web 2 0 technologies in education | |
Issues and limitations of Web 2 0 in education | |
0 learning design recommendations | |
Concluding comments on Web 2 0 learning design | |
Designing for Learning Using Social | |
Issues and limitations of virtual worlds in education | |
Virtualworld learning design recommendations | |
Concluding comments on virtual world learning design | |
Abstracting TechnologyEnhanced Learning | |
Technologyenhanced learning issues and limitations | |
Technologyenhanced learning design principles | |
Reflections on technologyenhanced learning design principles | |
Pedagogy and its various meanings | |
Technologyenhanced learning futures | |
Final reflections and directions forward | |
Other editions - View all
Design of Technology-Enhanced Learning: Integrating Research and Practice Matt Bower Limited preview - 2017 |
Design of Technology-Enhanced Learning: Integrating Research and Practice Matt Bower Limited preview - 2017 |
Design of Technology-Enhanced Learning: Integrating Research and Practice Matt Bower No preview available - 2019 |
Common terms and phrases
2.0 technologies Active Worlds affordances approach apps assessment augmented reality Australasian Journal authentic avatars Beetham behavior blogs Bower British Journal chapter classes classroom cognitive load collaborative learning Computers & Education concepts connectivism constructivist contributions create creative critical cyberbullying Dalgarno design thinking designing for learning develop discussion e-portfolios Educational Technology enable students engagement Facebook facilitate framework Gregory higher education impact instance integration interaction Internet iPad issues Journal of Educational learners learning activities learning environments learning experience learning management system learning objects learning outcomes learning tasks learning technology levels literature Mayer mobile devices mobile learning multimedia learning effects open educational resources pedagogical pedagogical patterns platform potentials practice pre-service teachers promote QR codes reflection representation role school students sharing simulation skills social networking systems strategies teaching technical technology-enhanced learning design TPACK understanding users virtual worlds wiki