標(biāo)題: Titlebook: Educational Technology and Narrative; Story and Instructio Brad Hokanson,Gregory Clinton,Karen Kaminski Book 2018 Springer International Pu [打印本頁(yè)] 作者: Defect 時(shí)間: 2025-3-21 18:33
書(shū)目名稱(chēng)Educational Technology and Narrative影響因子(影響力)
書(shū)目名稱(chēng)Educational Technology and Narrative影響因子(影響力)學(xué)科排名
書(shū)目名稱(chēng)Educational Technology and Narrative網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱(chēng)Educational Technology and Narrative網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱(chēng)Educational Technology and Narrative被引頻次
書(shū)目名稱(chēng)Educational Technology and Narrative被引頻次學(xué)科排名
書(shū)目名稱(chēng)Educational Technology and Narrative年度引用
書(shū)目名稱(chēng)Educational Technology and Narrative年度引用學(xué)科排名
書(shū)目名稱(chēng)Educational Technology and Narrative讀者反饋
書(shū)目名稱(chēng)Educational Technology and Narrative讀者反饋學(xué)科排名
作者: corpus-callosum 時(shí)間: 2025-3-21 21:03 作者: HACK 時(shí)間: 2025-3-22 04:29 作者: Flawless 時(shí)間: 2025-3-22 05:35
Culture and Conflict in Postwar Italy sought to reach beyond the confines of these classes by incorporating visual and audio design (and the technologies associated therewith). This article will first argue the theoretical underpinning of this class that storytelling is a fundamental mode of learning. It will then argue that it is one 作者: 磨碎 時(shí)間: 2025-3-22 12:20 作者: groggy 時(shí)間: 2025-3-22 12:56 作者: groggy 時(shí)間: 2025-3-22 18:43 作者: Acetabulum 時(shí)間: 2025-3-23 00:13
nce inquiry games ..Changing the narrative of school: toward a neurocognitive redefinition of learning.. .Educational Technology and Narrative. is an invaluable resource offering application-ready ideas to stud978-3-319-88861-3978-3-319-69914-1作者: Landlocked 時(shí)間: 2025-3-23 02:17
The Narrative Imperative: Creating a Storytelling Culture in the Classroom,et al. (.). Many attribute this transformation to Gutenberg’s printing press when story (especially oral story) as a way of becoming “l(fā)earned” was perceived to be inferior or backward and a primitive form of entertainment fit only for children, the illiterate, and the uneducated (Bradt KM (1997) Sto作者: antenna 時(shí)間: 2025-3-23 07:22 作者: Multiple 時(shí)間: 2025-3-23 13:27
Scenario-Based Workplace Training as Storytelling,n by passing cognitive tests. What then would be the goal of introducing imaginary stories to serious professionals with seemingly more important well-defined tasks? Clark and Mayer (e-Learning and the science of instruction, Pfeiffer, San Francisco, 2011) understood workplace training development a作者: 昏睡中 時(shí)間: 2025-3-23 16:30 作者: Creditee 時(shí)間: 2025-3-23 21:15 作者: 聰明 時(shí)間: 2025-3-23 22:48 作者: Multiple 時(shí)間: 2025-3-24 04:48 作者: 禮節(jié) 時(shí)間: 2025-3-24 09:25
Culture Change in Organizations face-to-face human connections established by traditional oral storytelling in education generally. The spirit of storytelling is found within the memorable and enlivening connections between the teller and listener, and our challenge as educational designers is to cultivate the places where that spirit can shine through.作者: STERN 時(shí)間: 2025-3-24 13:43
https://doi.org/10.1007/978-3-031-53278-8 the argumentation structures students rely upon when “selling” their design. Dominant argumentation structures of these presentation events are described and related to narrative in a human-centered design context.作者: eucalyptus 時(shí)間: 2025-3-24 17:07
Conceptualization of the Case Studygame using Activity Theory as a design framework. Evaluation results showed that both teachers and students perceived the science inquiry game positively in increasing the students’ situational interests and cognitive learning through active real-world problem-solving activities in a fun and concrete context.作者: MAUVE 時(shí)間: 2025-3-24 20:25 作者: 凈禮 時(shí)間: 2025-3-25 02:10
The Spirit of Storytelling, face-to-face human connections established by traditional oral storytelling in education generally. The spirit of storytelling is found within the memorable and enlivening connections between the teller and listener, and our challenge as educational designers is to cultivate the places where that spirit can shine through.作者: 辮子帶來(lái)幫助 時(shí)間: 2025-3-25 06:05 作者: 形上升才刺激 時(shí)間: 2025-3-25 10:20
Using Activity Theory in Designing Science Inquiry Games,game using Activity Theory as a design framework. Evaluation results showed that both teachers and students perceived the science inquiry game positively in increasing the students’ situational interests and cognitive learning through active real-world problem-solving activities in a fun and concrete context.作者: Ventricle 時(shí)間: 2025-3-25 15:01 作者: Initial 時(shí)間: 2025-3-25 18:18
https://doi.org/10.1007/978-3-031-44294-0ing and narration were effective strategies throughout the ID process and facilitated the establishment of a partnership. The authors aspire to call for a shift in the mindset from the technocentric point of view of ID to a partnership perspective with emphasis on trust, collaboration, mutual understanding, openness, and empathy.作者: Atrium 時(shí)間: 2025-3-25 20:19
n how the space connects to each institution from mission to outcomes. The design thinking cycle can assist in leveraging support for space that will transform the learning experience by unearthing the stories of transformation that serve as the powerful mechanism to move these projects forward.作者: patriarch 時(shí)間: 2025-3-26 03:31 作者: ANTH 時(shí)間: 2025-3-26 05:08
Culture and Power in Revolutionary Russia design process. This pathway involves five phases that result in the production of the course story. The five phases are review what has already been done, create a pedagogical framework, capture the student experience, create a seamless course by utilizing a team, and create the story of the course.作者: Valves 時(shí)間: 2025-3-26 12:16
Using the Cultures Framework for Research,toward an aim of raising awareness of how our practices may perpetuate injustice or can, instead, facilitate equity and inclusion. A project-based effort to integrate consideration of implicit narratives related to social justice awareness and understanding within the overt IDT curriculum is discussed.作者: 大氣層 時(shí)間: 2025-3-26 14:29 作者: conservative 時(shí)間: 2025-3-26 17:58
It Is a Two-Way Street: Using Storytelling and Narration as a Formalized Method to Promote Partnersing and narration were effective strategies throughout the ID process and facilitated the establishment of a partnership. The authors aspire to call for a shift in the mindset from the technocentric point of view of ID to a partnership perspective with emphasis on trust, collaboration, mutual understanding, openness, and empathy.作者: Immobilize 時(shí)間: 2025-3-26 22:30
Using the Design Thinking Cycle to Tell the Story of Innovative Learning Spaces,n how the space connects to each institution from mission to outcomes. The design thinking cycle can assist in leveraging support for space that will transform the learning experience by unearthing the stories of transformation that serve as the powerful mechanism to move these projects forward.作者: 主動(dòng) 時(shí)間: 2025-3-27 03:46 作者: 救護(hù)車(chē) 時(shí)間: 2025-3-27 07:31
,An Instructional Designer’s Story of Designing Gender and Sexuality Courses, design process. This pathway involves five phases that result in the production of the course story. The five phases are review what has already been done, create a pedagogical framework, capture the student experience, create a seamless course by utilizing a team, and create the story of the course.作者: A保存的 時(shí)間: 2025-3-27 09:32 作者: candle 時(shí)間: 2025-3-27 14:07
Culture and Context in World Politicscking, galvanic skin response, etc.) as well as authoring tools that allow individuals to create their own social narratives are explored. This examination ends with a description of a conceptual next-generation social narrative intervention and discussion of implications.作者: 威脅你 時(shí)間: 2025-3-27 20:25 作者: 侵害 時(shí)間: 2025-3-28 01:58 作者: 戰(zhàn)役 時(shí)間: 2025-3-28 04:44 作者: Phagocytes 時(shí)間: 2025-3-28 09:38 作者: textile 時(shí)間: 2025-3-28 11:48 作者: TATE 時(shí)間: 2025-3-28 16:41
Brad Hokanson,Gregory Clinton,Karen KaminskiExamines the growing theoretical ideas in educational technologies of story telling and narrative.Explores a diversity of instructional design and learning environments.Boasts application ready ideas 作者: 水獺 時(shí)間: 2025-3-28 18:45
http://image.papertrans.cn/e/image/302686.jpg作者: Choreography 時(shí)間: 2025-3-29 01:45
Culture Change in Organizationshough narrative is ubiquitous in advertising, game design, electronic educational tools, etc., technological sophistication cannot finally replace the face-to-face human connections established by traditional oral storytelling in education generally. The spirit of storytelling is found within the me作者: gait-cycle 時(shí)間: 2025-3-29 05:20 作者: concubine 時(shí)間: 2025-3-29 08:27 作者: resilience 時(shí)間: 2025-3-29 12:23 作者: Foam-Cells 時(shí)間: 2025-3-29 19:38 作者: 規(guī)范就好 時(shí)間: 2025-3-29 21:57 作者: Negligible 時(shí)間: 2025-3-30 01:32 作者: Adjourn 時(shí)間: 2025-3-30 06:30 作者: 密碼 時(shí)間: 2025-3-30 11:20
Culture and Conflict in Postwar Italyporting canons of myth...when the mythology of a culture no longer works, there follows a sense of both disassociation and a quest for new meanings.” In other words, our societies are built upon storytelling. This article examines a transdisciplinary class taught with a cross-departmental team of fi作者: frivolous 時(shí)間: 2025-3-30 15:54
Culture and Context in World Politicsnterventions for individuals with autism spectrum disorder. Social narrative interventions are a category of behavioral interventions characterized by their use of short, story-like vignettes. This chapter explores an array of advanced technology tools that might be leveraged to facilitate the desig作者: Statins 時(shí)間: 2025-3-30 18:19
https://doi.org/10.1007/978-3-031-44995-6with self-paced learning situations and online learning environments. This research shows how social and persuasive design elements in learning environments can support learners’ metacognitive development, in which narrative identities are a key factor.作者: coagulate 時(shí)間: 2025-3-30 23:35
h relies on design thinking and effective storytelling to facilitate project success from the start to finish. This qualitative research study analyzes four cases of innovative learning space design in four very different higher education contexts. We identify commonalities in the space design and i作者: 戰(zhàn)役 時(shí)間: 2025-3-31 02:54 作者: visceral-fat 時(shí)間: 2025-3-31 06:53 作者: browbeat 時(shí)間: 2025-3-31 11:36 作者: MIR 時(shí)間: 2025-3-31 15:17 作者: Intercept 時(shí)間: 2025-3-31 20:40
Conceptualization of the Case Studythe potential to better engage students in meaningful learning. This chapter describes the design and development of a scenario-based science inquiry game using Activity Theory as a design framework. Evaluation results showed that both teachers and students perceived the science inquiry game positiv作者: 只有 時(shí)間: 2025-3-31 23:40