Matt Bower - Böcker
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7 produkter
7 produkter
John and Betty's Journey Into Complex Numbers: A children's book for senior mathematics students
Häftad, Engelska, 2014
180 kr
Skickas inom 5-8 vardagar
504 kr
Skickas inom 10-15 vardagar
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world.With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills for the future workplace and foster their enjoyment of learning through design. Bridging theory and practice, this collaborative work synthesises global research to provide actionable strategies for teachers. From multimedia and game design to Augmented Reality, robotics, 3D fabrication and more, it offers practical insights into how students can use cutting-edge technologies to design, invent, and solve problems creatively. The constructively sequenced and interconnected chapters feature evidence-based principles and real-world vignettes across all levels of schooling.Written by a team of academic experts, this open-access resource is a must-read for educators, researchers, and anyone passionate about unlocking the creative potential of the next generation using technology. Further resources can be found here: https://creativeteched.net/resources.
1 972 kr
Skickas inom 10-15 vardagar
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world.With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills for the future workplace and foster their enjoyment of learning through design. Bridging theory and practice, this collaborative work synthesises global research to provide actionable strategies for teachers. From multimedia and game design to Augmented Reality, robotics, 3D fabrication and more, it offers practical insights into how students can use cutting-edge technologies to design, invent, and solve problems creatively. The constructively sequenced and interconnected chapters feature evidence-based principles and real-world vignettes across all levels of schooling.Written by a team of academic experts, this open-access resource is a must-read for educators, researchers, and anyone passionate about unlocking the creative potential of the next generation using technology. Further resources can be found here: https://creativeteched.net/resources.
197 kr
Skickas inom 5-8 vardagar
229 kr
Skickas inom 5-8 vardagar
1 112 kr
Skickas inom 7-10 vardagar
Winner 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.
502 kr
Skickas inom 7-10 vardagar
Winner 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.