Cases on E-Learning Management: Development and Implementation
Release Date: July, 2012. Copyright © 2013. 525 pages.
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DOI: 10.4018/978-1-4666-1933-3, ISBN13: 9781466619333, ISBN10: 1466619333, EISBN13: 9781466619340
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.
Table of Contents and List of Contributors
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Kim J. Hyatt, Jessica L. Barron, Michaela A. Noakes
Therefore, this chapter will explore the vast world of video games and the opportunities for instructors to incorporate them into lesson planning....
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Yang (curriculum and instruction, Central China Normal U. and State U. of New York at Oswego) and Wang (curriculum, instruction, and special education, U. of Southern Mississippi) assemble 20 cases on the topic of managing e-learning and its analysis, design and development, and implementation and evaluation. Cases are aimed at educators, trainers, administrators, and researchers in e-learning or distance learning and analyze virtual teaming in online education; the Internet technological, pedagogical, and content knowledge as a theoretical framework for mobile learning; using a social learning community to engage student participation in a virtual classroom; online design and organizational factors that impact learning outcomes; the use of video games for science, technology, engineering, and math education; the use of mobile phones in Japanese university classrooms; and whether social network games can be used to support learning by focusing on interaction. The second section addresses the design of catalytic content, e-portfolios and critical thinking skills, digital cognitive games to facilitate mindful reasoning and decision-making, problem solving processes and strategies in a virtual interactive learning environment, a digital entomology lab, and digital tabletops. The last part covers the use of mobile technology in teaching social skills to autistic children, the use of Second Life in peer-teaching, collaborative learning in a virtual English class, web conferencing, process evaluation, blended learning design in science teaching, and cross-cultural wiki collaboration. Contributors work in instructional technology, computer science, education, and other disciplines around the world.
– Book News Inc. Portland, OR
- Digital Cognitive Games
- Distance Education
- e-Learning Tutorial Content
- Internet Technological Pedagogical and Content Knowledge (ITPACK)
- Mobile and Blended Learning
- Science, Technology, Engineering, and Mathematics (STEM) Education
- Social Networks and Web 2.0
- Teacher Education
- Virtual Learning Environments
- Wiki Collaboration