Using Mobiles in Early Childhood and Elementary Settings


Book Description

Mobile learning is a primary learning format in the education of young children from birth through 6th grade. This format has been found to have a positive impact on the academic achievement, self-efficacy, motivation, and learning attitudes of students, including those with special needs (Ciampa, 2014; Hwang, 2014; Nikou & Economides, 2018; Xie, Basham, Marino & Rice, 2018). In both formal and informal learning contexts, mobile learning affords opportunities to innovate and explore new forms of authentic experiences, meaning-making, and creativity with untethered technology (Choi, Land, & Zimmerman, 2018; Schuck, Kearney & Burden, 2017). This edited book acts as a springboard to expand discussions surrounding how mobiles might best be situated in contexts relating to young children. With a focus on early childhood and elementary settings, this book both expands the definition of mobiles to encompass digital-physical tools (e.g. Osmo, probeware) and wearables. It also provides insight into how intentional integration of mobiles supports the development and practice of both in-service and preservice teachers working with students in early childhood and elementary settings.




Mobile as Mainstream - Towards Future Challenges in Mobile Learning


Book Description

This book constitutes the proceedings of the 13th World Conference on Mobile and Contextual Learning, mLearn 2014, held in Istanbul, Turkey, in November 2014. The 20 revised full papers and 17 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on technologies and interaction; tablets and ebook readers; learning and teaching inside and outside the classroom; learning design and design implications; evaluation and review studies; development and national perspectives; inquiry-based learning and science applications; work-based learning; theory; language learning; learner perspectives.




Cases on E-Learning Management: Development and Implementation


Book Description

New technologies can help teachers and trainers empower learners and create exciting new learning opportunities for students. However, these facilitators must also create e-learning contexts which are properly scaffolded to serve the needs of learners. Cases on E-Learning Management: Development and Implementation meets this challenge by providing innovative case studies covering a range of topics such as teacher education, mobile and blended learning strategies, e-learning tutorial content, digital cognitive games, Science, Technology, Engineering, and Mathematics (STEM) education, and distance education. This casebook will enhance the work of educators, instructional designers, trainers, administrators, and researchers in the areas of online learning and distance learning.




Blended Learning: Concepts, Methodologies, Tools, and Applications


Book Description

Traditional classroom learning environments are quickly becoming a thing of the past as research continues to support the integration of learning outside of a structured school environment. Blended learning, in particular, offers the best of both worlds, combining classroom learning with mobile and web-based learning environments. Blended Learning: Concepts, Methodologies, Tools, and Applications explores emerging trends, case studies, and digital tools for hybrid learning in modern educational settings. Focusing on the latest technological innovations as well as effective pedagogical practice, this critical multi-volume set is a comprehensive resource for instructional designers, educators, administrators, and graduate-level students in the field of education.




Emerging Technologies for STEAM Education


Book Description

This theory-to-practice guide offers leading-edge ideas for wide-scale curriculum reform in sciences, technology, engineering, the arts, and mathematics--the STEAM subjects. Chapters emphasize the critical importance of current and emerging digital technologies in bringing STEM education up to speed and implementing changes to curricula at the classroom level. Of particular interest are the diverse ways of integrating the liberal arts into STEM course content in mutually reshaping humanities education and scientific education. This framework and its many instructive examples are geared to ensure that both educators and students can become innovative thinkers and effective problem-solvers in a knowledge-based society. Included in the coverage: Reconceptualizing a college science learning experience in the new digital era. Using mobile devices to support formal, informal, and semi-formal learning. Change of attitudes, self-concept, and team dynamics in engineering education. The language arts as foundational for science, technology, engineering, art, and mathematics. Can K-12 math teachers train students to make valid logical reasoning? Moving forward with STEAM education research. Emerging Technologies for STEAM Education equips educators, education researchers, administrators, and education policymakers with curricular and pedagogical strategies for making STEAM education the bedrock of accessible, relevant learning in keeping with today's digital advances.




Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms


Book Description

Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.




Nursing Education, Administration, and Informatics: Breakthroughs in Research and Practice


Book Description

As information systems become ever more pervasive in an increasing number of fields and professions, nurses in healthcare and medicine must take into consideration new advances in technologies and infrastructure that will better enable them to treat their patients and serve their communities. Nursing Education, Administration, and Informatics: Breakthroughs in Research and Practice is a comprehensive reference source for the latest scholarly material on nursing administration with a focus on patient care, the strategic management of nursing staff, and other areas. Highlighting a range of pertinent topics, such as online nursing education, social media for professional development, and practical nurse training, this publication is ideally designed for doctors, nurse practitioners, hospital administrators, and researchers and academics in all areas of the medical field.




Handbook of Research on Effective Electronic Gaming in Education


Book Description

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.




Gaming and Simulations: Concepts, Methodologies, Tools and Applications


Book Description

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.




Action Research


Book Description

The first three chapters of Action Research: Models, Methods, and Examples covers the history, foundations, and basics of conducting action research projects. In those chapters you will learn about the origins of action research as well as about the different methods and models of action research - from the original approaches used by Kurt Lewin and his students in the 1940s and 1950s to the diversity of current approaches to AR that are used to develop both solutions to real world problems and to construct a better understanding of important issues and concern in communities, schools, businesses, and organizations. The nine chapters in the second part of the book illustrate the many ways action research is practiced today. Those chapters illustrate the use of action research methods to accomplish everything from individual personal professional development to changing policies and practices in large organizations and systems. The chapters detail many specific methods of doing AR such as participatory action research, emancipatory action research, designbased action research, collaborative inquiry, and many others.