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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010193603 | LB1028.3 E386 2009 | Open Access Book | Book | Searching... |
Searching... | 30000010193604 | LB1028.3 E386 2009 | Open Access Book | Book | Searching... |
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Summary
Summary
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:
Directed to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.
Author Notes
Chris DiGiano is a software engineer at Google, Inc. and holds an adjoint appointment in the Computer Science Department at the University of Colorado at Boulder.
Shelley Goldman is Professor (Teaching) at Stanford University.
Michael Chorost is a freelance technology writer and educational consultant.
Table of Contents
Preface | p. ix |
List of Figures | p. xii |
List of Tables | p. xiv |
1 Introduction: Preparing the Next Generation of Learning Technology Designers | p. 1 |
2 What Is Design Knowledge and How Do We Teach It? | p. 19 |
3 Focusing on Process: Evidence and Ideas to Promote Learning Through the Collaborative Design Process | p. 36 |
4 Partnering with K-12 Educators in Collaborative Design of Learning Technology | p. 62 |
5 Authentic Design and Collaboration: Involving University Faculty as Clients in Project-Based Learning Technology Design Courses | p. 80 |
6 Moving from Feedback to Scaffolding: Improving the LTD Student's Experience | p. 101 |
7 Interdisciplinarity in Learning Technology Design Courses | p. 122 |
8 Applying the "Studio Model" to Learning Technology Design | p. 145 |
9 A Learning Technology Design Course, Deconstructed | p. 165 |
10 Teaching Educational Design Through Computer Game Design: Balancing Expectations, Abilities, and Outcomes | p. 182 |
11 Creating Educational Gamelets | p. 203 |
12 Playground Games and the Dissemination of Control in Computing and Learning | p. 230 |
13 Reflecting on Reflection: Guiding and Capturing Student Projects Online | p. 258 |
14 To The Student | p. 278 |
15 Featured Student Projects | p. 294 |
List of Contributors | p. 343 |
Index | p. 350 |