4 results for "Educational"

Uncreative writing: managing language in the digital age

Goldsmith, Kenneth
Can techniques traditionally thought to be outside the scope of literature, including word processing, databasing, identity ciphering, and intensive programming, inspire the reinvention of writing? The Internet and the digital environment present writers with new challenges and opportunities to reconceive creativity, authorship, and their relationship to language. Confronted with an unprecedented amount of texts and language, writers have the opportunity to move beyond the creation of new texts and manage, parse, appropriate, and reconstruct those that already exist. In addition to explaining his concept of uncreative writing, which is also the name of his popular course at the University of Pennsylvania, Goldsmith reads the work of writers who have taken up this challenge. Examining a wide range of texts and techniques, including the use of Google searches to create poetry, the appropriation of courtroom testimony, and the possibility of robo-poetics, Goldsmith joins this recent work to practices that date back to the early twentieth century. Writers and artists such as Walter Benjamin, Gertrude Stein, James Joyce, and Andy Warhol embodied an ethos in which the construction or conception of a text was just as important as the resultant text itself. By extending this tradition into the digital realm, uncreative writing offers new ways of thinking about identity and the making of meaning. -- Book Description
Columbia University Press 2011-08-16 260 pages

Moonshots in education: launching blended learning in the classroom

Wojcicki, Esther,Izumi, Lance T.
Moonshots in Education explores digital and online learning in the classroom and what it takes to make a "moonshot." It gives several models and examples of schools that are already implementing digital learning and what the success rate has been. It also provides philosophical discussion a variety of educational philosophies and how each one empowers students and teachers. The book also provides tools to support teachers in most subject areas. The forward by James Franco explores how this type of blended real world learning has made a significant positive impact in his life.
Pacific Research Institute 2015 282 pages

Using technology for problem solving in middle and high school mathematics: investigations using scientific and graphing calculators, spreadsheets, and the Geometer's Sketchpad

Goldberg, Kenneth P.
Using Technology for Problem Solving in Middle and High School Mathematics: Investigations Using Scientific and Graphing Calculators, Spreadsheets, and The Geometer's Sketchpad © Firmly rooted in the NCTM Principles and Standards, Using Technology for Problem Solving in Middle and High School Mathematics examines why technology is essential to today's mathematics classroom, and illustrates how using technology can encourage and enhance your students' study and understanding of mathematics. Inquiry-based, this book provides both a five-step model and 23 sample investigations that demonstrate how to help students become better problem solvers through the use of four types of instructional technology: the scientific calculator, the graphing calculator, spreadsheet software, and The Geometer's Sketchpad © software. Here's what reviewers say about this book: "The five-step model provided here is excellent, giving teachers a rich mathematical perspective to draw upon. This process moves students from inductive explorations to deductive justifications of the results, which is aligned with current theories on how students best learn." Dr. Robert M. Horton, Clemson University "I like the organization of the investigations; they include a nice variety of topics and tend to avoid the 'already known' examples. The level of technology used moves from simple to more complex, and the reader is exposed to potentially new uses of the technology beyond commonly used (novice) features." Dr. Linda Bolte, Eastern Washington University "I really like the idea of the research summaries. In all cases, I think bringing mathematics research into the practice arena is extremely useful and productive." Dr. Janet Bowers, San Diego State University
Pearson Merrill Prentice Hall 2007 178 pages

Computer games and instruction

Sigmund Tobias,J. D. Fletcher
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
State University of New York 2011-03-23 551 pages