Author: Michael Orey
Publisher: Libraries Unlimited
ISBN: 1591580684
Category: Language Arts & Disciplines
Page: 448
View: 948
The 29th volume of the Educational Media and Technology Yearbook describes current developments and trends in the field of instructional technology. Prominent themes for this volume include e-learning, collaboration, and communities of practice. This volume will be useful fo media and technology professionals in schools, higher education, and business contexts, including instructional technology faculty, school library media specialists, curriculum leaders, business training professionals, and instructional designers. It has become a standard reference in many libraries and professional collections. Part One, Trends and Issues, highlights the major trends of the year: online learning, accessibility issues and communities of learning. Part Two, School and Library Media, concentrates upon chapters of special relevance to K-12 education, school learning resources, and school library media centers. In Part Three, Leadership Profiles, authors provide biographical sketches of the careers of instructional technology leaders. Part Four, Organizations and Associations in North America, and Part Five, Graduate Programs in North America, are, respectively, directories of instructional technology-related organizations and institutions of higher learning offering degrees in related fields. Finally, Part Six, the Mediagraphy, presents an annotated listing of selected current publications related to the field.Author: Allison Druin
Publisher: Morgan Kaufmann
ISBN: 008095409X
Category: Computers
Page: 408
View: 206
Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children. *First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning *Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF *Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick referenceAuthor: Carolyn Handler Miller
Publisher: Taylor & Francis
ISBN: 9780240805108
Category: Games & Activities
Page: 474
View: 146
The first professional book to explore and analyze digital storytelling across interactive media and genres this book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create today's entertainment. Digital Storytelling explains key strategies for conveying narrative through digital technologies, based on personal experience and numerous case studies, providing project managers, interactive content designers, and writers with the tools necessary for planning a successful interactive project, including ideas for product development and conceptualization. Detailed planning processes for all types of interactive projects are discussed, including videogames, massively multiplayer online games, the Internet, interactive TV, cross-media productions, smart toys, virtual reality, immersive environments, wireless devices, kiosks, and DVDs. The book also covers topics such as: structure, characters and emotions; tackling projects for children; finding work and staying employed; and more. Miller has written Digital Storytelling for the professional and the student, and details what interactive content developers and project managers need to know in a clear, enthusiastic manner. *Covers case studies, providing numerous ideas for creating and managing engrossing, interactive entertainment products from development to production *Explains the uses of digital storytelling for both entertainment and entertainment blends -- projects that teach, inform, and promote *Takes an international approach to digital entertainment, exploring ground-breaking projects in Asia, Africa and Europe as well as in North America