Showing results for "chris dede"
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- Computer Science (R0)
2017
EN
This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning.We are ...
Learning Engineering for Online Education
Theoretical Contexts and Design-Based Examples
2018
EN
Accessible
Learning Engineering for Online Education is a comprehensive overview of the emerging field of learning engineering, a form of educational optimization driven by analytics, design-based research, and fast-paced, large-scale experimentation. Chapters written by instructional design and distance learning innovators explore the theoretical context of learning engineering and provide design-based examples from top educational institutions. Concluding with an agenda for future research...
Digital Teaching Platforms
Customizing Classroom Learning for Each Student
2009
EN
“Digital Teaching Platforms is an essential read for those who believe that education needs to be reimagined to prepare students for tomorrow. Dede and Richards provide a compelling collection of some of the best minds in education and education technology to describe how educators, policymakers, and the public should be thinking about these disruptive technologies that hold the promise of individualizing learning.”—Keith R. Krueger, CEO, Consortium ...
Teacher Learning in the Digital Age
Online Professional Development in STEM Education
2016
EN
With an emphasis on science, technology, engineering, and mathematics (STEM) training, Teacher Learning in the Digital Age examines exemplary models of online and blended teacher professional development, including information on the structure and design of each model, intended audience, and existing research and evaluation data. From video-based courses to just-in-time curriculum support platforms and MOOCs for educators, the cutting-edge initiatives described in these chapters i...
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- Economics and Finance (R0)
2014
EN
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academic...
Teaching in Blended Learning Environments
Creating and Sustaining Communities of Inquiry
2013
EN
Teaching in Blended Leaning Environments provides a coherent framework in which to explore the transformative concept of blended learning. Blended learning can be defined as the organic integration of thoughtfully selected and complementary face-to-face and online approaches and technologies. A direct result of the transformative innovation of virtual communication and online learning communities, blended learning environments have created new ways for teachers and students to eng...
Educating Learning Technology Designers
Guiding and Inspiring Creators of Innovative Educational Tools
2008
EN
Accessible
What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples.This cutting-edge guide:synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how...
Learning Assessment Techniques
A Handbook for College Faculty
2015
EN
50 Techniques for Engaging Students and Assessing Learning in College CoursesDo you want to:Know what and how well your students are learning?Promote active learning in ways that readily integrate assessment?Gather information that can help make grading more systematic and streamlined?Efficiently collect solid learning outcomes data for institutional assessment?Provide evidence of your teaching effectiveness for...
Big Data at Work
The Data Science Revolution and Organizational Psychology
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- SIOP Organizational Frontiers Series
2015
EN
Accessible
The amount of data in our world has been exploding, and analyzing large data sets—so called big data—will become a key basis of competition in business. Statisticians and researchers will be updating their analytic approaches, methods and research to meet the demands created by the availability of big data. The goal of this book is to show how advances in data science have the ability to fundamentally influence and improve organizational science and practice. This book is primarily designe...
Finding Your Online Voice
Stories Told by Experienced Online Educators
2007
EN
Finding Your Online Voice offers a thought-provoking discussion of innovative approaches to technology-based distance education. Editor J. Michael Spector focuses on how highly experienced teachers conceptualize and organize online classes. Best practices and guidelines for effective online teaching as well as a set of instructor skills speci
Heart of the Machine
Our Future in a World of Artificial Emotional Intelligence
2017
EN
“A fascinating, and sometimes disturbing” examination of our relationship with artificial intelligence in the tradition of Ray Kurzweil and Michio Kaku (Martin Ford, New York Times–bestselling author of Rise of the Robots).Imagine a robotic stuffed animal that can respond to a child’s emotional state, a commercial that can change based on a customer’s facial expression, or even a company that can create feelings as though a person...
The Gamification of Learning and Instruction
Game-based Methods and Strategies for Training and Education
2012
EN
"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles."











