000 04271nam a22004815i 4500
001 vtls000557186
003 RU-ToGU
005 20210922085040.0
007 cr nn 008mamaa
008 170212s2015 gw | s |||| 0|eng d
020 _a9783319025735
_9978-3-319-02573-5
024 7 _a10.1007/978-3-319-02573-5
_2doi
035 _ato000557186
040 _aSpringer
_cSpringer
_dRU-ToGU
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
245 1 0 _aEmerging Technologies for STEAM Education
_helectronic resource
_bFull STEAM Ahead /
_cedited by Xun Ge, Dirk Ifenthaler, J. Michael Spector.
260 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXVI, 411 p. 36 illus., 17 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aEducational Communications and Technology: Issues and Innovations
505 0 _aForward.- Introduction to the general problem area and the landscape of various concerns and issues.- What happens when portable devices are introduced in schools and colleges on a large scale?.- What happens when learners are moving from one location to another and working with others who may not be enrolled or following a similar curriculum?.- Education, training, competencies, curricula and technology.- Reconceptualizing a college engineering curriculum based on 21st century skills -- Reconceptualizing a high school science curriculum based on 21st century skills.-  Reconceptualizing a college liberal arts curriculum based on 21st century skills.- Reconceptualizing a middle school mathematics curriculum based on 21st century skills -- Authentic Learning and Meaningful Assessments.- Learning in and about Complex Domains -- Technologies Gone Awry -- Technologies that Show Potential to Improve Learning and Instruction -- Afterword.
520 _aThis theory-to-practice guide offers leading-edge ideas for wide-scale curriculum reform in sciences, technology, engineering, the arts, and mathematics--the STEAM subjects. Chapters emphasize the critical importance of current and emerging digital technologies in bringing STEM education up to speed and implementing changes to curricula at the classroom level. Of particular interest are the diverse ways of integrating the liberal arts into STEM course content in mutually reshaping humanities education and scientific education. This framework and its many instructive examples are geared to ensure that both educators and students can become innovative thinkers and effective problem-solvers in a knowledge-based society. Included in the coverage: Reconceptualizing a college science learning experience in the new digital era. Using mobile devices to support formal, informal, and semi-formal learning. Change of attitudes, self-concept, and team dynamics in engineering education. The language arts as foundational for science, technology, engineering, art, and mathematics. Can K-12 math teachers train students to make valid logical reasoning? Moving forward with STEAM education research.   Emerging Technologies for STEAM Education equips educators, education researchers, administrators, and education policymakers with curricular and pedagogical strategies for making STEAM education the bedrock of accessible, relevant learning in keeping with today's digital advances.      .
650 0 _aeducation.
_9566270
650 0 _aEducational technology.
_9303678
650 1 4 _aEducation.
_9566271
650 2 4 _aEducational Technology.
_9303678
650 2 4 _aLearning & Instruction.
_9303864
700 1 _aGe, Xun.
_eeditor.
_9461135
700 1 _aIfenthaler, Dirk.
_eeditor.
_9310537
700 1 _aSpector, J. Michael.
_eeditor.
_9310539
710 2 _aSpringerLink (Online service)
_9143950
773 0 _tSpringer eBooks
830 0 _aEducational Communications and Technology: Issues and Innovations
_9447263
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-02573-5
912 _aZDB-2-BHS
999 _c411388