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Generative AI in Teaching and Learning delves into the revolutionary field of generative artificial intelligence and its impact on education. This comprehensive guide explores the multifaceted applications of generative AI in both formal and informal learning environments, shedding light on the ethical considerations and immense opportunities that arise from its implementation. From the early approaches of utilizing generative AI in teaching to its integration into various facets of learning, this book offers a profound analysis of its potential. Teachers, researchers, instructional designers, developers, data analysts, programmers, and learners alike will find valuable insights into harnessing the power of generative AI for educational purposes.
Global challenges, in a chaotic context, are ever in play, emerging and receding in time. At the present moment, the global challenges of the COVID-19 pandemic have resulted in several years of mass-scale challenges and lost learning and socialization from K-12 to higher education for many. The pandemic has been a high consequence and continuing event. Universities and colleges have been under unprecedented budgetary strain. Despite all the immense and irreparable human losses, humanity is moving forward with lessons from the past several years. The Handbook of Research on Revisioning and Reconstructing Higher Education After Global Crises explores how global higher education will recover from the global pandemic at the micro-, meso-, and macro-levels, and how they will re-establish their relevance for teaching and learning, research and innovation, and social contributions. Covering topics such as campus life, online library services, and Indigenous students, this major reference work is an essential resource for educators and administrators of higher education, government officials, students of higher education, librarians, researchers, and academicians.
Explores the efficacies of online (often remote) teaching and learning. The objectives of the book are to consider the intended and unintended outcomes of the sharing of open-shared learning online, and to explore some practical ethics in the sharing of teaching and learning online.
Covers the varied facets of adult learning as well as how to keep learners on the cutting edge of their education. While covering a broad range of topics including collaborative learning, development motivation, and learning advantage constraints, this book introduces new, innovative strategies and methods for creating adult learner advantage.
Focuses on the practice of profiling prospective and current target learners through manual and computational means in order to better meet and improve their online and offline learning needs, as well as how those profiles influence the design, development, and provision of learning experiences.
Explores various research techniques to profile the electronic hive mind around social topics as expressed on various modalities of social media, from human, bot, and cyborg social media accounts, and proposes new research methods for harnessing public data from social media platforms.
Provides vital research on the application of data in online education for improving a system's capabilities and optimizing it for teaching and learning. This publication explores data handling, cleaning, analysis, management, and representation, as well as the methods of effectively and ethically applying data research.
Features the latest scholarly research on ways researchers code imagery and multimedia for research purposes, as well as describes some of the applied methods for research value. Including coverage on a wide variety of topics such as linguistic analysis, gender communication, and mass surveillance, this book is an important resource for researchers, academics, graduate students, and professionals.
Offers useful methods for creating digital imagery, as well as leading pedagogical theories and research on the implementation of inherited images. It features applied, hands-on strategies related to capturing and authoring tools used to acquire and create graphics.
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