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{{tmpObj[k].text}}Koleksi Perpustakaan
An examination of curriculum innovations that are shaped by new ideas about digital media and learning. Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations…
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Games both as activities and as a basic educational tool are important not only from birth to death, but also from the beginnings of human society to the present day. This book describes some modern game approaches, procedures and algorithms, as well as the practical use of game theory and its development. The discipline of game theory deals mainly with types, description, algorithmization and …
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This open access book explores democratic schools and learning environments globally. The book focuses on a newly developed framework for democratic education. The authors describe existing schools and concept schools—those that are ideas but not in operation. The first section includes the editors’ own journeys Pillar One includes schools that emphasize the open flow of ideas and choices, …
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This book has three sections on the role of technology in education. The first section covers the merits of online learning and environment. The second section of the book gives insight on new technologies in learning and teaching. The third section of the book underlines the importance of new tendencies for the technology in education. I have a firm belief that readers can find great insights …
Koleksi Perpustakaan
This open access book explores cultural competence in the higher education sector from multi-disciplinary and inter-disciplinary perspectives. It addresses cultural competence in terms of leadership and the role of the higher education sector in cultural competence policy and practice. Drawing on lessons learned, current research and emerging evidence, the book examines various innovative appro…
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready t…
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This open access book is a comparative analysis of recent large scale education reforms that broadened curriculum goals to better prepare students for the 21st century. The book examines what governments actually do when they broaden curriculum goals, with attention to the details of implementation. To this end, the book examines system level reforms in six countries at various levels of develo…
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Computational Intelligence (CI) is the theory, design, application, and development of biologically and linguistically motivated computational paradigms. Traditionally, the three main pillars of CI have been neural networks, fuzzy systems, and evolutionary computation. However, in time, many nature-inspired computing paradigms have evolved. Thus, CI is an evolving field, and, at present, in add…
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Deeper learning, dialogic learning, and critical thinking are essential capabilities in the 21st-century environments we now operate. Apart from being important in themselves, they are also crucial in enabling the acquisition of many other 21st-century skills/capabilities such as problem solving, collaborative learning, innovation, information and media literacy, and so on. However, the majorit…
Koleksi Perpustakaan
This bookoffers a coherent theoretical and multimodal perspective on research, teaching and learning in different non-formal, semi-formal, and formal learning environments. Drawing on examples across a range of different settings, the book provides a conceptual framework for research on learning in different environments. It provides conceptual models around learning design which act as a frame…