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  • - Video Annotation, Multimedia Applications, Videoconferencing and Transmedia Storytelling
     
    1 048,-

    Multimedia and video related technologies are reshaping and reframing the practice of teaching and learning in higher education. This volume critically examines new research on how multimedia technologies are being used in higher education to increase learner engagement and collaboration in and out of the classroom.

  • - Facebook, E-Portfolios and Other Social Networking Services
     
    1 048,-

    Uses case studies, surveys, and literature reviews to examine how these social media technologies are being used to improve writing and publishing skills in students, create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies in higher education institutions.

  • - Smartphones, Skype and Texting Technologies
     
    1 049,-

    Mobile technologies are reshaping and reframing the practice of teaching and learning in higher education. This volume critically examines new research on how mobile technologies and m-learning technologies like Skype are being used in higher education to increase learner engagement in an era of increasing globalization and mobility.

  • - Classroom Response Systems and Mediated Discourse Technologies
     
    1 049,-

    Classroom mediated discourse technologies are reshaping and reframing the practice of teaching and learning in higher education. This volume critically examines new research on how classroom mediation technologies like Learning Catalytics are being used in higher education to increase learner engagement and social leaning in the classroom.

  • - Wikis, Blogs and Webquests
     
    1 049,-

    Uses case studies, surveys, and literature reviews to critically examine how these technologies are being used to improve writing and publishing skills, and literacy create engaging communities of practice, and as experiential learning tools. This volume discusses frameworks for deploying and assessing the effectiveness of these technologies.

  • - Web 2.0 and Blended Learning Technologies
     
    1 267,-

    Web 2.0 and blended learning technologies are reshaping and reframing the practice of teaching and learning in higher education. This volume critically examines new research on how e-learning technologies are being used in higher education to increase learner engagement and retention.

  • - Virtual Worlds, Gaming, and Simulation
     
    1 049,-

    Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.

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