This book is a result of the Location-based games as a contemporary, original, and innovative method of seniors’ teaching and learning [LoGaSET] project, coordinated by Foundation Pro Scientia Publica, financed from the Erasmus Plus KA2 strategic partnership budget (nr 2017-1-PL01-KA204-038869). Dr Ewa Jurczyk-Romanowska (University of Wrocław, Poland) was the scientific coordinator of the project.
This Handbook presents established and innovative perspectives on involving older adults as co-creators in ageing research. It reorients research and policy toward more inclusive and adequate designs that capture the voices and needs of older adults. The Handbook: introduces types of participatory approaches in ageing research; highlights key methodological aspects of these approaches; gives insights from projects across different cultural contexts and academic disciplines, showing ways in which older participants can be involved in co-designing different stages of the research cycle; examines key issues to consider when involving older participants at each step of the research process; includes the voices of older adults directly; draws out conclusions and points ways forward for future research. This Handbook will be essential reading for researchers and students interested in the field of ageing and/ or participatory methods, as well as for those policy stakeholders in the fields of ageing and demographic change, social and public policy, or health and wellbeing who are interested in involving older adults in policy processes. It will be useful for third-sector advocacy organizations and international non-governmental and public agencies working either in citizen involvement/participation or the ageing sector.
The collection of texts by scholars of the Department of General Pedagogy at the University of Wrocław is, on the one hand, an expression of the contemporary approach to general pedagogy as a reflection on multidisciplinary upbringing – mainly of philosophical, sociological and psychological nature, and, on the other hand, a reference to the name of pedagogy and its Greek source of the concept of paidagogos, which describes a slave in ancient Greece who led the sons of free citizens to a place of physical exercise and games.
Information Technology is playing a Vital role in the modern world. It has revolutionized the way in which we used to live and think. All spheres of life are affected by the use of ICT and internet. The field of education is no exception. Education is the main tool of all round development of people, society and nation. Economic and social developments can be possible through education only. It is main instrument which sustains the all-round development and maintain the social and economic development of the country.
Innovative and creative teaching methods tailored to meet the demands of the current era of Industrial Revolution 4.0 are becoming increasingly prevalent in higher education institutions. Educators must cultivate and implement these strategies in their classrooms to incorporate the essential skills of Education 4.0 and digitalization in education. This book aims to explore and showcase various aspects of innovative pedagogies for Higher Education 4.0, drawing from best practices worldwide to provide a comprehensive understanding of this evolving field. Innovative Pedagogical Practices for Higher Education 4.0 highlights the cutting‐edge technologies essential for Education 4.0 and equips educators with the skills required for 21st‐century teaching. Through international case studies, this book explores the integration of educational technology, illuminating the obstacles encountered by educational institutions aiming to embrace Education 4.0 in higher education settings. Furthermore, it presents inventive tools and strategies for harnessing technology in teaching, offering a new outlook on innovative pedagogies. This book meets the need for solutions that tackle the challenges of Education 4.0 and demonstrates how these challenges can be overcome through innovative pedagogies for student learning in higher education institutions. It is a valuable resource for educators, specialists, academic institutions, and policymakers seeking practical solutions in the ever‐evolving landscape of education.
"This book addresses the major challenges associated with adopting digital games into a standard curriculum, providing fresh perspectives from current practitioners in the education field"--Provided by publisher.
Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom highlights the work of educators daring enough to teach in these new frontiers of education. This timely publication is a must-read for all educators and practitioners, of any subject and at any level, who wish to incorporate a dynamic online element to their classroom. It is also meant for researchers of education, computer science, and instructional technologies. Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom is a one-stop resource for practices, as well as research activities, within the domain on Multi-User Virtual Environments.
With the advent of new media and Web 2.0 technologies, language and discourse have taken on new meaning, and the implications of this evolution on the nature of interpersonal communication must be addressed. Innovative Methods and Technologies for Electronic Discourse Analysis highlights research, applications, frameworks, and theories of online communication to explore recent advances in the manipulation and shaping of meaning in electronic discourse. This essential research collection will appeal to academic, research, and professional audiences engaged in the design, development, and distribution of effective communications technologies in educational, social, and linguistic contexts.