Showing results for "peter atherton"
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50 Ways to Use Technology Enhanced Learning in the Classroom
Practical strategies for teaching
2018
EN
This is a practical guide to the use of technology enhanced learning (TEL) in the classroom. Introducing 50 ways to use technology for learning. Areas covered include:- Gamified learning- Social media- Video streaming- The flipped classroom- Instant feedback tools- And many more.Guidance on how to use these technologies for learning is complemented by an exploration of their impact on learning. For each example, the opport...
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DTMBR
Design. Think. Make. Break. Repeat
2021
EN
This design methodology book provides over 80 different methods of design and is the perfect resource for design educators, students, and practitioners.Think of this resource as a sort of ‘refer to’ handbook when you’re stuck or need some inspiration for your latest design project or lesson. It considers the world outside of design where products are applied, to fully consider every possible factor that can affect design.This book not only provides skilled guidance and meth...
The Really Useful eLearning Instruction Manual
Your toolkit for putting elearning into practice
2013
EN
Technology has revolutionised every aspect of our lives and how we learn is no exception. The trouble is; the range of elearning technologies and the options available can seem bewildering. Even those who are highly experienced in one aspect of elearning will lack knowledge in some other areas. Wouldn’t it be great if you could access the hard-won knowledge, practical guidance and helpful tips of world-leading experts in these fields? Edited by Rob Hubbard and featuring chapters written by...
Graphics for Learning
Proven Guidelines for Planning, Designing, and Evaluating Visuals in Training Materials
2010
EN
Are you getting the most learning value from visuals? Thoroughly revised and updated, Graphics for Learning is the second edition of the bestselling book that summarizes the guidelines for the best use of graphics for instructional materials, including multimedia, texts, working aids, and slides. The guidelines are based on the most current empirical scientific research and are illustrated with a wealth of examples from diverse training materials. The authors show how to plan illu...
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- Further Education and Skills
2013
EN
This is an essential text for all learners taking the Award in Education and Training, no matter which awarding organisation they are registered with. It′s readable, relevant, easy to understand and gives key advice on approaching and completing written and practical assessments. It helps both in-service and pre-service learners to fully understand the requirements of the Award, and how to evidence their achievement towards the standards.This book will:help learners w...
Blended Learning in Grades 4–12
Leveraging the Power of Technology to Create Student-Centered Classrooms
2012
EN
This guide helps teachers integrate online with face-to-face instruction to personalize learning, increase engagement, and prepare students for high-stakes exams without sacrificing class time.
2013
EN
How can you use technology for pedagogic purposes in the language classroom? Technology Enhanced Language Learning discusses how the use of technology opens up opportunities for learning, how it enables different types of learning, and how it affects language use.
Learning Experience Design
How to Create Effective Learning that Works
2021
EN
Accessible
How can I create in-person learning that engages people? How can I build digital learning that is effective? How can I develop learning content that can be used remotely and ensure that the learning sticks? Learning Experience Design has the answers to all these questions and more.This book is a practical guide for all learning and development (L&D) professionals. It covers everything from what learning experience design (LXD) is, the role of the L&D profe...
2018
EN
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User...
Empowering Online Learning
100+ Activities for Reading, Reflecting, Displaying, and Doing
2009
EN
This is an essential resource for anyone designing or facilitating online learning. It introduces an easy, practical model (R2D2: read, reflect, display, and do) that will show online educators how to deliver content in ways that benefit all types of learners (visual, auditory, observational, and kinesthetic) from a wide variety of backgrounds and skill levels. With a solid theoretical foundation and concrete guidance and examples, this book can be used as a handy reference, a professional...
2007
EN
Accessible
Blended and online learning skills are rapidly becoming essential for effective teaching and learning in universities and colleges. Covering theory where useful but maintaining an emphasis on practice, this book provides teachers and lecturers with an accessible introduction to e-learning.Beginning by exploring the meaning of 'e-learning', it supports tutors in identifying how they plan to use technology to support courses that blend online and face-to-face interactions. Illustrate...
Meeting the Standards in Primary ICT
A Guide to the ITTNC
2004
EN
This practical guide to using ICT in the primary classroom addresses all the concerns of student teachers and provides plenty of ideas and advice on how to incorporate ICT into classroom practice on a daily basis. The authors bring together theory and practice to help prospective and new teachers acquire and develop the skills required for using ICT effectively.Meeting the Standards in Primary ICT is split into three sections which will:help assess the readers...











