LEARNING SUPERCHARGED
ebook

LEARNING SUPERCHARGED (ebook)

CAROLINE D. HAEBIG

$497.00
IVA incluido
Editorial:
ISTE
Materia
EDUCACION
ISBN:
9798888370759
Formato:
Epublication content package
Idioma:
Inglés
DRM
Si

Explore an array of cutting-edge strategies and learn how to create dynamic experiences that improve student learning from real-world examples.

As educators seek out new ways to energize and engage their students and prepare them for the future, they need to know how to employ the latest technologies in creative and innovative ways. By examining emerging approaches and tools, and including educators' stories of how and why they have implemented each topic and approach, the first edition of Learning Supercharged offered educators guidance and insights into how to apply technology-driven strategies to create personalized and dynamic learning experiences.

This updated edition expands coverage of several topics, including those that have become even more pressing since the original book was published. Readers will find a stronger focus on artificial intelligence (AI) throughout multiple chapters, including ways AI-infused tools can support teachers in transforming course content in a variety of content areas. New "Spotlight" contributions from a broad range of educators provide real-world examples, and outline the impact, outcomes and opportunities, along with suggested action steps.

This new edition:

  • Includes current research and practices to address new mandates for computer science (CS) education and graduation requirements, examining how students will receive this education, how it will be funded, and what to do in the face of a limited pool of CS certified educators. 
  • Explores ways to address new challenges and opportunities related to the digital access divide, expanding beyond the use of technology and digital tools for productivity, with concrete strategies and examples for supporting creativity and higher-order thinking.  
  • Reimagines the content on makerspaces, with a greater focus on project-based learning and design thinking, specifically addressing issues of learner variability. 
  • Integrates the learning sciences into the discussion of game-based learning, focusing on information retrieval, which has been shown to improve learning and memory.
  • Offers a new focus on experiential learning, providing a concrete basis for different pathways to incorporating experiential learning and technologies, such as augmented reality (AR) and virtual reality (VR) tools and examples.

This book provides educators with a current and comprehensive guide to navigating the evolving digital landscape, as well as addressing the advancements and challenges we encounter in today’s educational settings and society. 

Audience: Elementary and secondary educators; teacher educators