Practical Guide to Computers in Education
Author: Peter Coburn
Publisher: Addison Wesley Publishing Company
Published: 1982
Total Pages: 294
ISBN-13:
DOWNLOAD EBOOKRead and Download eBook Full
Author: Peter Coburn
Publisher: Addison Wesley Publishing Company
Published: 1982
Total Pages: 294
ISBN-13:
DOWNLOAD EBOOKAuthor: Chris Gregg
Publisher:
Published: 2021-01-15
Total Pages: 340
ISBN-13: 9781735810720
DOWNLOAD EBOOKYour First Year Teaching Computer Science is a comprehensive guide to teaching computer science geared to new instructors in the field. It can be used as a guide and a reference, and it provides multiple examples of how to construct teaching materials, how to prepare lectures, how to write assignments, how to train TAs, and how to advise students, among many other topics. It is both motivational and instructive, and it provides a foundation on which to become a great CS instructor. Teaching computer science involves more than just "teaching the material," and this book details all of the other parts of teaching that you will need to know to do the job. If you are wondering where to begin as a computer science teacher, this is the book for you.Features-Serves as a comprehensive guide to teaching introductory computer science for new teachers, and experienced teachers can refer to it on specific points. -Provides examples of teaching materials, grading guides, multiple lists, and other valuable resource for helping new teachers to launch their first computer science courses. -Includes information about training TAs, holding office hours, advising students, and many other practical information that is not specifically about the technical part of teaching computer science. -Written in a conversational tone and is premised on the belief that teaching should be rewarding, fun, and engaging.
Author: Orit Hazzan
Publisher: Springer
Published: 2015-01-07
Total Pages: 306
ISBN-13: 1447166302
DOWNLOAD EBOOKThis textbook presents both a conceptual framework and detailed implementation guidelines for computer science (CS) teaching. Updated with the latest teaching approaches and trends, and expanded with new learning activities, the content of this new edition is clearly written and structured to be applicable to all levels of CS education and for any teaching organization. Features: provides 110 detailed learning activities; reviews curriculum and cross-curriculum topics in CS; explores the benefits of CS education research; describes strategies for cultivating problem-solving skills, for assessing learning processes, and for dealing with pupils’ misunderstandings; proposes active-learning-based classroom teaching methods, including lab-based teaching; discusses various types of questions that a CS instructor or trainer can use for a range of teaching situations; investigates thoroughly issues of lesson planning and course design; examines the first field teaching experiences gained by CS teachers.
Author: Paul Bambrick-Santoyo
Publisher: John Wiley & Sons
Published: 2010-04-12
Total Pages: 336
ISBN-13: 0470548746
DOWNLOAD EBOOKOffers a practical guide for improving schools dramatically that will enable all students from all backgrounds to achieve at high levels. Includes assessment forms, an index, and a DVD.
Author: Peggy Grant
Publisher: International Society for Technology in Education
Published: 2014-06-21
Total Pages: 200
ISBN-13: 1564845443
DOWNLOAD EBOOKPersonalized Learning: A Guide for Engaging Students with Technology is designed to help educators make sense of the shifting landscape in modern education. While changes may pose significant challenges, they also offer countless opportunities to engage students in meaningful ways to improve their learning outcomes. Personalized learning is the key to engaging students, as teachers are leading the way toward making learning as relevant, rigorous, and meaningful inside school as outside and what kids do outside school: connecting and sharing online, and engaging in virtual communities of their own Renowned author of the Heck: Where the Bad Kids Go series, Dale Basye, and award winning educator Peggy Grant, provide a go-to tool available to every teacher today—technology as a way to ‘personalize’ the education experience for every student, enabling students to learn at their various paces and in the way most appropriate to their learning styles.
Author: Richard M. Felder
Publisher: John Wiley & Sons
Published: 2024-03-19
Total Pages: 374
ISBN-13: 1394196342
DOWNLOAD EBOOKThe widely used STEM education book, updated Teaching and Learning STEM: A Practical Guide covers teaching and learning issues unique to teaching in the science, technology, engineering, and math (STEM) disciplines. Secondary and postsecondary instructors in STEM areas need to master specific skills, such as teaching problem-solving, which are not regularly addressed in other teaching and learning books. This book fills the gap, addressing, topics like learning objectives, course design, choosing a text, effective instruction, active learning, teaching with technology, and assessment—all from a STEM perspective. You’ll also gain the knowledge to implement learner-centered instruction, which has been shown to improve learning outcomes across disciplines. For this edition, chapters have been updated to reflect recent cognitive science and empirical educational research findings that inform STEM pedagogy. You’ll also find a new section on actively engaging students in synchronous and asynchronous online courses, and content has been substantially revised to reflect recent developments in instructional technology and online course development and delivery. Plan and deliver lessons that actively engage students—in person or online Assess students’ progress and help ensure retention of all concepts learned Help students develop skills in problem-solving, self-directed learning, critical thinking, teamwork, and communication Meet the learning needs of STEM students with diverse backgrounds and identities The strategies presented in Teaching and Learning STEM don’t require revolutionary time-intensive changes in your teaching, but rather a gradual integration of traditional and new methods. The result will be a marked improvement in your teaching and your students’ learning.
Author: Carol Simpson
Publisher: Linworth Publishing, Incorporated
Published: 1997
Total Pages: 134
ISBN-13:
DOWNLOAD EBOOKPresents examples of typical public schools situations and practical advice for abiding by copyright laws while still allowing for patron use of materials.
Author: Helen Aristar Dry
Publisher: Routledge
Published: 2002-09-11
Total Pages: 315
ISBN-13: 1134704372
DOWNLOAD EBOOKComputing has had a dramatic impact on the discipline of linguistics and is shaping the way we conceptualize both linguistics and language. Using Computers in Linguistics provides a non-technical introduction to recent developments in linguistic computing and offers specific guidance to the linguist or language professional who wishes to take advantage of them. Divided into eight chapters, each of the expert contributors focus on a different aspect of the interaction of computing and linguistics looking either at computational resources: the Internet, software for fieldwork and teaching linguistics, Unix utilities, or at computational developments: the availability of electronic texts, new methodologies in natural language processing, the development of the CELLAR computing environment for linguistic analysis.
Author: Peter Coburn
Publisher: Addison Wesley Publishing Company
Published: 1985
Total Pages: 338
ISBN-13:
DOWNLOAD EBOOKAuthor: Katrin Becker
Publisher: Springer
Published: 2016-09-29
Total Pages: 429
ISBN-13: 3319122231
DOWNLOAD EBOOKThis book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.