Many entry level instructional designers and students enrolled in related academic programs indicate they are better prepared to accomplish the challenging work of creating effective training and education materials after they have a thorough understanding of the ADDIE principles. However, a survey of instructional development applications indicate that the overwhelming majority of instructional design models are based on ADDIE, often do not present the ADDIE origins as part of their content, and are poorly applied by people unfamiliar with the ADDIE paradigm.
The purpose of this book is to focus on fundamental ADDIE principles, written with a minimum of professional jargon. This is not an attempt to debate scholars or other educational professionals on the finer points of instructional design, however, the book's content is based on sound doctrine and supported by valid empirical research. The only bias toward the topic is that generic terms will be used as often as possible in order to make it easy for the reader to apply the concepts in the book to other specific situations.
-the position of on-line learning in the development of the information society;
-developments in virtual organisations, virtual institutes and virtual laboratories;
-creation and development of interactive and adaptive context-aware learning environments using intelligent agents and cognitive style match;
-integrating collaborative learning and collective competencies into on-line learning practices;
-creation and development of e-learning portals, and concerns with inter-operability;
-uses of on-line learning environments in diverse subjects, such as environmental education, mathematics and ICT;
-changes with educational organisation and the impact of culture and culturation;
-the role of case studies and models in teacher development of practice;
-educational uses of broadcasting and web-based technology;
-creation and development of assessment and computerised examination systems in on-line learning environments;
-the role of team work, team learning and team teaching in on-line learning environments used for work-based purposes;
-the role of on-line learning environments in parent-child relationships and rehabilitation situations;
-a focus on shifts in female enrolment in computer science courses;
-theories and concepts of telE-learning (including the application of activity theory and situated learning theory to on-line delivery and learning);
-developments in appropriate research methodologies for on-line learning environments.
TelE-LEARNING: The Challenge for the Third Millennium contains the edited proceedings of Stream 3 of the 17th World Computer Congress, which was sponsored by the International Federation for Information Processing (IFIP) and held in Montréal, Québec, Canada in August 2002.
From the bestselling illustrator whose friendly take on science has revolutionized our understanding of everything from the periodic table to the universe, comes a fresh take on technology as only Basher can do it. Discover the secrets behind the devices we take for granted, and learn about the amazing inventions that have transformed our lives. From the Movers and Shakers who power our physical world, to the Gizmos, Home Bodies, and High Rollers who power our vehicles, entertainment, and smartphones—and pretty much everything else around us—Technology is a compelling guide to the big-bytes whiz-kids, powerhouse motors, and other characters who drive our inventive, highly engineered world.
Underneath the hood of every car there's a lot of fast, furious, and spectacular science going on. G-force, combustion, power: you name it, a car's got it. Help your child discover all about the science of cars with this explosive tour of automobiles in Car Science.
Find out how cars revolutionized the world and see how a car functions with jaw-dropping diagrams, cutaway drawings and cool graphics. Steer to the fundamental science behind the mechanics and then sit back for an exciting look into the future of minimal emissions, maximum fun.
• Ancient people used bows to drill holes and start fires?
• The ancient Chinese built a machine to detect earthquakes?
•The ancient Romans operated a factory for milling grain?
Machine technology is as old as human society itself. The first humans on Earth used basic machines. They used stone axes to butcher meat. They use levers to pry roots and rocks from the ground. Over the centuries, ancient peoples learned to make more complicated machines. People in the ancient Middle East devised wheels and pulleys. The ancient Chinese created wheelbarrows and bellows. The ancient Greeks built big war machines.
What kinds of tools and techniques did ancient craftspeople use? Which methods worked and which didn’t? And how did ancient machines set the stage for our own modern machines? Learn more in Ancient Machine Technology.
Packed with amazing facts and photographs of trains around the world, The Big Book of Trains covers the history of trains and train travel. Different types of trains are featured on their own spreads, and each page features multiple images to give a close-up view as well as informative text about each train. See the differences among monorails, passenger trains, and TGVs. Learn about pistons, fireboxes, boilers, and coupling rods, and find out exactly what they do to help the train travel down on the tracks.
See key features of each train model and discover the difference between steam trains and diesels. Find out how trains are designed for certain jobs and tasks, including mountain trains, snow trains, and freight trains. Look at the biggest and fastest trains in the world.
With incredible pictures and informative text, The Big Book of Trains is the essential book for young readers who want to know everything about trains.
The goal of this work is to assess the contribution of the latest models and corrections to the SLR-derived parameters, to enhance the quality and reliability of the SLR-derived products, and to propose a new approach of orbit parameterization for low orbiting geodetic satellites. The impact of orbit perturbations is studied in detail, including perturbing forces of gravitational origin (Earth's gravity field, ocean and atmosphere tides) and perturbing forces of non-gravitational origin (atmospheric drag, the Yarkovsky effect, albedo and Earth's infrared radiation pressure).
A multi-satellite combined solution is obtained using SLR observations to LAGEOS-1, LAGEOS-2, Starlette, Stella, and AJISAI. The quality of the SLR-derived parameters from the combined solution is compared with external solutions. The Earth rotation parameters are compared to the IERS-08-C04 series and the GNSS-derived series, whereas the time variable Earth's gravity field coefficients are compared to the CHAMP and GRACE-derived results.
• Ancient cultures measured time accurately with water clocks?
• An engineer in the first century B.C. designed an odometer to calculate distance traveled?
• People computed the first values of pi about four thousand years ago?
Computing technology is as old as human society itself. The first humans on Earth used basic computing skills. They counted by carving tally marks in bone. They used body parts and basic tools to measure. Over the centuries, ancient peoples learned more about computing. People in the ancient Middle East used scales to measure goods for trading. The ancient Egyptians wrote textbooks including multiplication and division problems. The ancient Chinese developed an abacus for speedy calculations. Ancient Greeks made advances in geometry.
What kinds of tools and techniques did ancient mathematicians use? Which of their inventions and discoveries have stood the test of time? And how did the ancients set the stage for our own modern computing? Learn more in Ancient Computing Technology.
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• FREE CD-ROM includes source code in C, the Microchip C30 compiler, and MPLAB SIM software
• Includes handy checklists to help readers perform the most common programming and debugging tasks
The new 16-bit PIC24 chip provides embedded programmers with more speed, more memory, and more peripherals than ever before, creating the potential for more powerful cutting-edge PIC designs. This book teaches readers everything they need to know about these chips: how to program them, how to test them, and how to debug them, in order to take full advantage of the capabilities of the new PIC24 microcontroller architecture.
Author Lucio Di Jasio, a PIC expert at Microchip, offers unique insight into this revolutionary technology, guiding the reader step-by-step from 16-bit architecture basics, through even the most sophisticated programming scenarios. This book’s common-sense, practical, hands-on approach begins simply and builds up to more challenging exercises, using proven C programming techniques. Experienced PIC users and newcomers to the field alike will benefit from the text’s many thorough examples, which demonstrate how to nimbly side-step common obstacles, solve real-world design problems efficiently, and optimize code for all the new PIC24 features.
You will learn about:
• basic timing and I/O operations,
• multitasking using the PIC24 interrupts,
• all the new hardware peripherals
• how to control LCD displays,
• generating audio and video signals,
• accessing mass-storage media,
• how to share files on a mass-storage device with a PC,
• experimenting with the Explorer 16 demo board, debugging methods with MPLAB-SIM and ICD2 tools, and more!
·A Microchip insider tells all on the newest, most powerful PICs ever!
·Condenses typical introductory "fluff" focusing instead on examples and exercises that show how to solve common, real-world design problems quickly
·Includes handy checklists to help readers perform the most common programming and debugging tasks
·FREE CD-ROM includes source code in C, the Microchip C30 compiler, and MPLAB SIM software, so that readers gain practical, hands-on programming experience
·Check out the author's Web site at http://www.flyingpic24.com for FREE downloads, FAQs, and updates
A dog's nose is so sensitive that if a human could see as well as a dog could smell, we would be able to see the small letters on an eye chart from four (four!) miles away. Is it any wonder then that dogs can be trained to find missing people in piles of rubble or a certain flower blooming amongst hundreds or thousands of other smells?
In Sniffer Dogs you will meet many dogs and their handlers and learn all about their jobs. Some of these dogs are raised from birth to detect blood sugar levels in their owners. Others are rescued from animal shelters and their boisterous personalities help make them excellent sniffer dogs. Featuring a balance between science and social science, Sniffer Dogs will appeal to dog lovers and science lovers alike.
In 3D Engineering: Design and Build Your Own Prototypes, young readers tackle real-life engineering problems by figuring out real-life solutions. Kids apply science and math skills to create prototypes for bridges, instruments, alarms, and more. Prototypes are preliminary models used by engineers—and kids—to evaluate ideas and to better understand how things work.
Engineering design starts with an idea. How do we get to the other side of the river? How do we travel long distances in short times? Using a structured engineering design process, kids learn how to brainstorm, build a prototype, test a prototype, evaluate, and re-design. Projects include designing a cardboard chair to understand the stiffness of structural systems and designing and building a set of pan pipes to experiment with pitch and volume.
Creating prototypes is a key step in the engineering design process and prototyping early in the design process generally results in better processes and products. 3D Engineering gives kids a chance to figure out many different prototypes, empowering them to discover the mechanics of the world we know.
It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer.
Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.
Games: Purpose and Potential in Education focuses on issues of how games can fit into education and instructional design. Some of these specific topics relate the ideas of identity development, gender diversity, motivation, and integrating instructional design with game development. Each of these areas is important in the field of instructional design and can have a large impact on learning.
This volume brings together leading experts, researchers, and instructors in the field of educational games and explores many of the current topics in the field of educational games and simulations, the future potential of the field, and resources related to educational games and simulations.
For building a knowledge society, it is critically important to thoroughly understand quality and standards in e-learning. The handbook provides a cross-national perspective on these issues and draws a clear picture of the situation in quality development and standardisation. It covers topics of a rather foundational nature in quality and standardisation research as well as descriptions of quality approaches, instruments, standards, experiences and best practices. The Handbook is directed to learners, professionals, researchers and policy makers – people creating the next generation of learning.
See Additional Notes at the back of the book for instructions to download the accompanying interactive App which brings the 350+ topics to life by allowing you to insert your own values. Visually on a phone or tablet it looks almost identical to the eBook content, except you can input your own values which update the graphics and calculations to reflect these changes. There is also an optional comprehensive PC version to download with even more features both applications can be unlocked with your eBook purchase receipt for no additional charge.
A combined eBook, App and PC educational package at a tiny fraction of the previously published price.
The three conferences, (IETA 05, TENE 05 and EIAE 05) were part of the International Joint Conference on Computer, Information, and System Sciences, and Engineering (CISSE 2005).
CISSE 2005, the World's first Engineering/Computing and Systems Research E-Conference was the first high-caliber Research Conference in the world to be completely conducted online in real-time via the internet.
CISSE received 255 research paper submissions and the final program included 140 accepted papers, from more than 45 countries. The whole concept and format of CISSE 2005 was very exciting and ground-breaking. The powerpoint presentations, final paper manuscripts and time schedule for live presentations over the web had been available for 3 weeks prior to the start of the conference for all registrants, so they could pick and choose the presentations they want to attend and think about questions that they might want to ask. The live audio presentations were also recorded and are part of the permanent CISSE archive, which includes all power point presentations, papers and recorded presentations.
All aspects of the conference were managed on-line; not only the reviewing, submissions and registration processes; but also the actual conference. Conference participants - authors, presenters and attendees - only needed an internet connection and sound available on their computers in order to be able to contribute and participate in this international ground-breaking conference. The on-line structure of this high-quality event allowed academic professionals and industry participants to contribute work and attend world-class technical presentations based on rigorously refereed submissions, live, without the need for investing significant travel funds or time out of the office. Suffice to say that CISSE received submissions from more than 50 countries, for whose researchers, this opportunity presented a much more affordable, dynamic and well-planned event to attend and submit their work to, versus a classic, on-the-ground conference.
The CISSE conference audio room provided superb audio even over low speed internet connections, the ability to display PowerPoint presentations, and cross-platform compatibility (the conferencing software runs on Windows, Mac, and any other operating system that supports Java). In addition, the conferencing system allowed for an unlimited number of participants, which in turn granted CISSE the opportunity to allow all participants to attend all presentations, as opposed to limiting the number of available seats for each session.
The implemented conferencing technology, starting with the submission & review system and ending with the online conferencing capability, allowed CISSE to conduct a very high quality, fulfilling event for all participants.
See: www.cisse2005.org, sections: IETA, TENE, EIAE
Despite major investments, the implementation of IT in education has been a persistent problem. And, although it is generally assumed that IT has high potential for improving education, major research findings have only recently confirmed positive results of IT on students’ performance.
While there is a vast amount of research on information technology (IT) in K-12 education, most of it is scattered. Until now, a unified presentation of the research from a broad international perspective has not been accomplished. As a ground-breaking publication, the two-volume International Handbook on Information Technology (full title) synthesizes the major issues and directions of research in the field.
One major focus of the Handbook is the design and potential of IT-based student learning environments. Offering the latest research in IT and the learning process, distance learning, and emerging technologies for education, these chapters address the critical issue of the potential for IT to improve K-12 education.
A second important theme deals with the implementation of IT in educational practice. In these chapters, barriers and opportunities for IT implementation are studied from several perspectives: the teacher, the curriculum, the school organization and educational policy. Curriculum, competencies and attitudes, teacher learning, schools, and international and regional programs and policies are examined, to improve understanding how the implementation of IT in K-12 educational practice can be supported.
Additional topics addressed in the Handbook include the role of education in the information society, threats to equity in education and as well various approaches to research in IT in education.
The International Handbook on Information Technology in Primary and Secondary Education provides researchers, policy makers and practitioners with an integrated and detailed overview of this complex field, making it an essential reference for all libraries and educators.
Robots are everywhere in this bright and funny board book – and preschoolers are going to love it! Whether up in space, beneath the seas, or even under couches, award-winning illustrator Bob Staake’s bold and colorful bots make this book a must have.
For more Bob Staake books, be sure to read:
I’m a Bulldozer
I’m a Truck
I’m a Monster Truck
Beachy and Me
My Pet Book
From the Hardcover edition.
Build a drink dispenser, music synthesizer, wireless lamp, and more
Each fun and fascinating project includes step-by-step instructions and clear illustrations to guide you through the process. Learn how to set up an Arduino programming environment, download the sketches and libraries you need, and work with Arduino’s language for non-programmers. It’s a perfect book for students, teachers, hobbyists, makers, hackers, and kids of all ages.Build a Drawbot that roams around and traces its path with a marker pen Construct an analog Mindstorms clock with hands that display the correct time Create a machine that mixes a glass of chocolate milk at the touch of a button Make a Gripperbot rolling robotic arm that you control wirelessly with Arduinos mounted on your arms Explore electronic music by building a guitar-shaped Lego synthesizer Build a Lego lamp with on/off and dimmer switches that you control with a smartphone application Jump feet first into the world of electronics, from learning Ohm’s Law to working with basic components
You'll need the Bricktronics shield created for this book by Open Source Hardware kit maker Wayne and Layne, or you can build a breadboarded equivalent (see Chapter 10) for about $25 in parts.
Weather forecasting is a tricky science. Forecasters gather current weather data and study trends and historical patterns. They use their expertise to predict what kind of weather is likely coming next—with help from computers, satellites, and other machines. In this fact-packed book, discover what it really takes to forecast Earth’s weather.
In building successful interdisciplinary science programs, however, many questions must be addressed. Although many resources exist for developing and implementing new academic programs, there does not exist in a single volume that adequately address this important topic. Integrated Science: New Approaches to Education is a focused collection of essays addressing the myriad challenges associated with conceptualizing, developing, implementing and measuring the success of new undergraduate programs in interdisciplinary science and engineering fields. This book will provide an overview of this process drawn from a broad perspective of experts within their respective fields.
The Applying the Standards: STEM series emphasizes creativity and innovation in science, technology, engineering, and math. This is a series of six 64-page books for students in kindergarten through grade 5. A variety of topics are covered with 30 engaging tasks, and a culminating reflection question for each task encourages students to think about and apply their newfound learning and knowledge.
This fascinating and easily accessible young readers’ adaptation of Ashlee Vance’s New York Times bestselling Elon Musk: Tesla, SpaceX, and the Quest for a Fantastic Future features black-and-white photographs throughout and an epilogue. The version for adults has been praised as “riveting” (The Financial Times), “spirited” (The Wall Street Journal), and “masterful” (Vice). Now younger readers can read about this innovative leader who is revolutionizing three industries at once: space, automotive, and energy.
There are few people in history who could match Elon Musk’s relentless drive and vision. A modern combination of famous inventors and industrialists like Thomas Edison, Henry Ford, and Steve Jobs, Elon is the man behind companies such as SpaceX, Tesla Motors, SolarCity, and PayPal that are transforming the way we live.
Written with exclusive access to Elon, his family, and his friends, this book traces Elon’s journey from a kid in South Africa to a young man in the United States, his dramatic technical inventions, and his world-changing companies. Elon has sparked new levels of innovation in the world, and this book gives young readers a detailed but fast-paced look at his story.
A Junior Library Guild Selection!