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Other topics the authors cover include online homework and equity of the use of the Net; writing and creating PowerPoint presentations; how the use of computers has affected students’ writing; and how they create presentations. They dedicate a chapter to assessment and how teachers can create tests and deliver quizzes and exams online to students and howto use computers to evaluate different aspects of students’ learning. Last, they discuss the best practices for teaching in computing environments and the tools that can help the teacher to manage classes and curriculum.
The authors also discuss the role of effective discussion and communication in helping students engage in learning and learn the content better. They talk about note taking using computers and the different programs that students can use to help them do that. Then they discuss presented inquiry and other ways that a teacher can use to direct students to find the information they want without spending a lot of time on websites that they do not need. And they cover the different ways of searching the Net effectively.
The book discusses four main questions: Is it important for children of this age to learn to use technology? Are some children in a better position than others to take advantage of technology? Which technologies are best suited to their needs? How can preschool practitioners recognise and extend children’s experiences with technology? In response, the nine chapters focus on a variety of relevant themes; examples are
The discussion takes place over nine chapters framed by an introduction and conclusion and provides three useful appendices with a detailed overview of data collection methods, the importance of the guided enquiry approach, and ethical consideration of research with young children. Another strength of the book is the detailed case study approach with which researchers present a rich ethnographic account of home and nursery use of technologies by the young children.
While it is often assumed that young children growing up in the first decade of the twenty-first century are accustomed to digital technologies and the Net as natural parts of their home and school environments, we still need research studies to examine the nuances of these relationships in depth and to do so by considering technology use over a sufficient period of time. Indeed, labelling everyone as a so-called “digital native” can have a pernicious effect in that it erases key differences between learners. One of the strengths of this new book, Growing up with technology: Young children learning in a digital world, is that it is based on empirical research arising from longitudinal projects with a clear focus on extending research and knowledge in the field.
Jan Herrington is at Murdoch University and Ron Oliver is at Edith Cowan University, both in Perth, Western Australia, while Thomas Reeves is at the University of Georgia in Atlanta, USA. The three have collaborated successfully before, not least in research. This time they have put together a book with serious intent to help thosewho teach in higher and further education (not schools). Needless to say, all three believe in authentic e-learning.
The book is a compilation of information rich articles. These give a deep insight into how the process, products and implications of social networking, Web 2.0 and virtual worlds affect our lives, learning, communications styles and collaboration. This Reader is a good resource for teachers, students, researchers, administrators and all peopleintending to learn to take advantage of these technologies for effectively communicating and collaborating.
a case study of the Linux operating system. Being open source software, this exemplifies the collaborative project, highlighting the significance of good communication in a distributed environment. Part V pertains to online communities. It examines interpersonal communication and socialisation within online communities. Part VI deals with virtual worlds and the tools used to create virtual worlds. Massive multiplayer online role-playing games (mmorpgs) form a big industry nowadays, and a lot of software is being developed for education as well as entertainment. This section deals with muds (multi-user dungeons) and that highly successful product of Linden Labs, Second life. These virtual worlds can be so engrossing that the users treat them as real world.
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