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Interactive Multimedia Learning Environments

Interactive Multimedia Learning Environments PDF Author: Max Giardina
Publisher: Springer Science & Business Media
ISBN: 3642777058
Category : Computers
Languages : en
Pages : 254

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Book Description
Multimedia environments suggest to us a new perception of the state of changes in and the integration of new technologies that can increase our ability to process information. Moreover, they are obliging us to change our idea of knowledge. These changes are reflected in the obvious synergetic convergence of different types of access, communication and information exchange. The multimedia learning environment should not represent a passive object that only contains or assembles information but should become, on one side, the communication medium of the pedagogical intentions of the professor/designer and, on the other side, the place where the learner reflects and where he or she can play with, test and access information and try to interpret it, manipulate it and build new knowledge. The situation created by such a new learning environments that give new powers to individuals, particularly with regard to accessing and handling diversified dimensions of information, is becoming increasingly prevalent in the field of education. The old static equilibrium, in which fixed roles are played by the teacher (including the teaching environment) and the learner, is shifting to dynamic eqUilibrium where the nature of information and its processing change, depending on the situation, the learning context and the individual's needs.

Interactive Multimedia Learning Environments

Interactive Multimedia Learning Environments PDF Author: Max Giardina
Publisher: Springer Science & Business Media
ISBN: 3642777058
Category : Computers
Languages : en
Pages : 254

View

Book Description
Multimedia environments suggest to us a new perception of the state of changes in and the integration of new technologies that can increase our ability to process information. Moreover, they are obliging us to change our idea of knowledge. These changes are reflected in the obvious synergetic convergence of different types of access, communication and information exchange. The multimedia learning environment should not represent a passive object that only contains or assembles information but should become, on one side, the communication medium of the pedagogical intentions of the professor/designer and, on the other side, the place where the learner reflects and where he or she can play with, test and access information and try to interpret it, manipulate it and build new knowledge. The situation created by such a new learning environments that give new powers to individuals, particularly with regard to accessing and handling diversified dimensions of information, is becoming increasingly prevalent in the field of education. The old static equilibrium, in which fixed roles are played by the teacher (including the teaching environment) and the learner, is shifting to dynamic eqUilibrium where the nature of information and its processing change, depending on the situation, the learning context and the individual's needs.

Design of Technology-Enhanced Learning

Design of Technology-Enhanced Learning PDF Author: Matt Bower
Publisher: Emerald Group Publishing
ISBN: 1787149110
Category : Education
Languages : en
Pages : 472

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Book Description
This book explains how educational research can inform the design of technology-enhanced learning environments. After laying pedagogical, technological and content foundations, it analyses learning in Web 2.0, Social Networking, Mobile Learning and Virtual Worlds to derive nuanced principles for technology-enhanced learning design.

Design for Multimedia Learning

Design for Multimedia Learning PDF Author: Tom Boyle
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 240

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Book Description
This book provides the first coherent set of principles and frameworks for designing breakthrough educational multimedia.This book establishes a framework for educational multimedia that divides the development process into conceptual and presentation levels. Conceptual design proposes a new synthesis for unifying the scattered knowledge in this area, and creating a deep learning architecture. Presentation design deals with the realization of an educational multimedia offering, involving issues such as screen layout, color schemes and the detailed use of individual media. Well-illustrated examples help the reader understand all the critical issues of multimedia learning environment design, development and evaluation.Anyone involved or interested in either multimedia or instructional design.

Learning with Animation

Learning with Animation PDF Author: Richard Lowe
Publisher: Cambridge University Press
ISBN: 0521851890
Category : Business & Economics
Languages : en
Pages : 403

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Book Description
This book explores the effectiveness of electronic-based learning materials by a team of international experts.

Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities

Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities PDF Author: Zheng, Robert Z.
Publisher: IGI Global
ISBN: 1799802515
Category : Education
Languages : en
Pages : 371

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Book Description
Multiple intelligences (MI) as a cognitive psychology theory has significantly influenced learning and teaching. Research has demonstrated a strong association between individual intelligences and their cognitive processes and behaviors. However, it remains unknown how each of or a combination of these intelligences can be effectively optimized through instructional intervention, particularly through the use of emerging learning technology. On the other hand, while efforts have been made to unveil the relationship between information and communication technology (ICT) and individual learner performance, there is a lack of knowledge in how MI theory may guide the use of ICTs to enhance learning opportunities for students. Examining Multiple Intelligences and Digital Technologies for Enhanced Learning Opportunities is an essential reference book that generates new knowledge about how ICTs can be utilized to promote MI in various formal and informal learning settings. Featuring a range of topics such as augmented reality, learning analytics, and mobile learning, this book is ideal for teachers, instructional designers, curriculum developers, ICT specialists, educational professionals, administrators, instructors, academicians, and researchers.

Understanding Multimedia Documents

Understanding Multimedia Documents PDF Author: Richard Lowe
Publisher: Springer Science & Business Media
ISBN: 9780387733371
Category : Education
Languages : en
Pages : 290

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Book Description
Professionals who use multimedia documents as a tool to communicate concepts will find this a hugely illuminating text. It provides a comprehensive and up to date account of relevant research issues, methodologies and results in the area of multimedia comprehension. More specifically, the book draws connections between cognitive research, instructional strategies and design methodologies. It includes theoretical reviews, discussions of research techniques, ad original experimental contributions. The book highlights essential aspects of current theories, and trends for future research on the use of multimedia documents.

Neuroscience, Learning and Educational Psychology

Neuroscience, Learning and Educational Psychology PDF Author: María Jesús Luque Rojas
Publisher: Frontiers Media SA
ISBN: 2889768384
Category : Science
Languages : en
Pages : 154

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Book Description


Learning, Training, and Development in Organizations

Learning, Training, and Development in Organizations PDF Author: Steve W.J. Kozlowski
Publisher: Taylor & Francis
ISBN: 1135601046
Category : Business & Economics
Languages : en
Pages : 533

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Book Description
This scholarly book in SIOP’s Organizational Frontier series looks at research on enhancing knowledge acquisition and its application in organizations. It concentrates on training, design and delivery given the changing nature of work and organizations. Now that work is increasingly complex, there is greater emphasis on expertise and cognitive skills. Advances in technology such as computer simulations and web-based training are necessitating a more active role for the learner in the training process. In the broad context of the organization systems, this book promotes learning and development as a continuous lifelong endeavor.

Eye-Tracking Technology Applications in Educational Research

Eye-Tracking Technology Applications in Educational Research PDF Author: Was, Christopher
Publisher: IGI Global
ISBN: 1522510060
Category : Education
Languages : en
Pages : 370

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Book Description
Since its inception, eye-tracking technology has evolved into a critical device in psychological and sociological settings. By tracking eye movement, one can conduct lie detection, learn about neuropsychology, and measure reading response. Recently, these technologies have been implemented in Educational and School Psychology as a way to assess how students interact with content. Eye-Tracking Technology Applications in Educational Research enriches the current pool of educational research with cutting-edge applications of eye tracking in education. Seeking to advance this emergent, interdisciplinary field, this publication collects a diverse group of researchers exploring all aspects of this technology as an essential reference for educators, researchers, administrators, and advanced graduate students.

Handbook of Game-Based Learning

Handbook of Game-Based Learning PDF Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262356546
Category : Education
Languages : en
Pages : 600

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Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan