Motivating and Rewarding University Teachers to Improve Student Learning


Book Description

This volume provides a timely discussion on the issues pondering in the minds of many newly recruited faculty and administrators—to uncover the real culture and offer suggestions on how to create a culture to nurture student learning; and to explore the issue of what is research-in-teaching. With improving student learning as the ultimate goal, the author suggests many concrete ways to change the teaching practice and, more importantly, the culture of a university. Published by City University of Hong Kong Press. 香港城市大學出版社出版。




How People Learn II


Book Description

There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.




Motivating Gifted Students


Book Description

Presents practical strategies for developing appropriate curriculum for accelerated gifted children, explaining how acceleration can be employed in all classroom levels and subject areas.




Motivating Students to Learn


Book Description

Written specifically for teachers, Motivating Students to Learn offers a wealth of research-based principles on the subject of student motivation for use by classroom teachers. Now in its fourth edition, this book discusses specific classroom strategies by tying these principles to the realities of contemporary schools, curriculum goals, and classroom dynamics. The authors lay out effective extrinsic and intrinsic strategies to guide teachers in their day-to-day practice, provide guidelines for adapting to group and individual differences, and discuss ways to reach students who have become discouraged or disaffected learners. This edition features new material on the roles that classroom goal setting, developing students’ interest, and teacher-student and peer relationships play in student motivation. It has been reorganized to address six key questions that combine to explain why students may or may not be motivated to learn. By focusing more closely on the teacher as the motivator, this text presents a wide range of motivational methods to help students see value in the curriculum and lessons taught in the classroom.




Classroom Motivation


Book Description

Uniquely structured around the typical daily classroom practices of teachers, Classroom Motivation focuses on the practical applications of motivation research. The book is organized around actual research-based instructional practices that teachers use everyday in their classrooms, like the use of rewards, the grouping of students for learning activities, the nature of academic tasks, and the assessment of student learning. The book also examines the research base behind topics that are appealing to educators, including promoting self-esteem, providing students with autonomy, and holding high expectations. The new edition addresses current issues like high-stakes testing's impact on student motivation and how technology affects student motivation, and it includes even more case-studies of actual classroom teachers and additional applications exercises. From reviews of the book: "The key strengths of this project include: an integrated, pragmatic approach to classroom motivation, valid scientific research, and a wide range of specific strategies and techniques to promote motivation. . . . This work is on-target as far as other texts . . . currently available for my course. Since most of my students are practicing educators, I find that the emphasis on application is invaluable. Students invariably wish to come away from a course with concrete skills. Classroom Motivation not only provides the skills, but the theory behind the skills." --Darren J. Akerman, University of New England "The writing style of this textbook is exceptionally clear. Even the abstract and theoretical content are presented clearly and concisely, and often situated in engaging classroom scenarios that concretely illustrate the theoretical and applied concepts. Because the material is presented so clearly in this book, it would be appropriate for use with learners who come from diverse educational levels and professional backgrounds." --Jeffery Liew, Texas A&M University




Learning by Playing. Game-based Education System Design and Development


Book Description

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.




Motivation to Learn


Book Description

Motivating students to achieve is a challenging and often frustrating task for today's teachers. This book provides readers with the underlying theories behind motivating their students by integrating theory, research, and practical issues related to achievement motivation. This teacher-centered book gives clear, practical guidelines for diagnosing and improving student's motivation. the focus is on classroom learning, but attention is also given to how strategies used to motivate students in schools affect their motivation to participate in intellectual activities outside of school. Teachers and other educators.




Transactions on Edutainment III


Book Description

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.




The Craft of College Teaching


Book Description

"Robert DiYanni and Anton Borst's Classroom Confidential provides a clear, compact guide to the basics of college teaching. Grounded in the authors' classroom experience, their pedagogical coaching at NYU's Center for the Advancement of Teaching, and their examination of the latest learning science research, it explains how to teach in the college classroom from a learner's perspective-what methods, principles, and activities achieve the best learning outcomes. Chapters address major topics from course and syllabus design to discussion-based teaching, critical reading, and assessment, while brief "interludes" cover various pedagogical elements and applications-including what to do on the first and last days of class and how to incorporate service and experiential learning into curricula. Throughout, the authors provide practical suggestions and strategies, while explaining the underlying pedagogical principles. They also address recent topics that promise to remain fixtures of the educational landscape, such as teaching with technology and teaching in a global context. They steer a middle course on technology, suggesting ways to maximize its benefits while minimizing its distractions. The book coheres around a philosophy of active learning and student engagement. DiYanni and Borst argue that teaching practices should challenge students to think and learn, requiring them to do things with newly acquired knowledge-create models, conduct experiments, debate issues, and more. The authors enlist reliable scholarly research to demonstrate that active learning, of the kind they advocate, achieves results: students learn more and better, and their learning is deeper and longer lasting. The authors' pedagogy echoes their epistemology, as they demonstrate how learning and teaching are inextricably intertwined, organic rather than mechanical activities"--




Tackling the Motivation Crisis


Book Description

"Mike Anderson explores incentive systems, which do not motivate achievement or a love of learning, and the six intrinsic motivators that lead to real student engagement"--