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Models and simulations have become part and parcel of advanced learning environments, performance technologies and knowledge management systems. This book series will address the nature and types of models and simulations from multiple perspectives and in a variety of contexts in order to provide a foundation for their effective integration into teaching and learning. While much has been written about models and simulations, little has been written about the underlying instructional design principles and the varieties of ways for effective use of models and simulations in learning and instruction. This book series will provide a practical guide for designing and using models and simulations to support learning and to enhance performance and it will provide a comprehensive framework for conducting research on educational uses of models and simulations. A unifying thread of this series is a view of models and simulations as learning and instructional objects. Conceptual and mathematical models and their uses will be described. Examples of different types of simulations, including discrete event and continuous process simulations, will be elaborated in various contexts. A rationale and methodology for the design of interactive models and simulations will be presented, along with a variety of uses ranging from assessment tools to simulation games. The key role of models and simulations in knowledge construction and representation will be described, and a rationale and strategy for their integration into knowledge management and performance support systems will provided.
Series Editors: and
The rapid co-evolution of technology and learning is offering new ways to represent knowledge, new educational practices, and new global communities of learners. Yet the contribution of these changes to formal education is largely unexplored, along with possibilities for deepening our understanding of what and how to learn. Similarly, the convergence of personal technologies offers new opportunities for informal, conversational and situated learning. But this is widening the gulf between everyday learning and formal education, which is struggling to adapt pedagogies and curricula that were established in a pre-digital age.
This series, Technology Enhanced Learning, will explore learning futures that incorporate digital technologies in innovative and transformative ways. It will elaborate issues including the design of learning experiences that connect formal and informal contexts; the evolution of learning and technology; new social and cultural contexts for learning with technology; novel questions of design, computational expression, collaboration and intelligence; social exclusion and inclusion in an age of personal and mobile technology; and attempts to broaden practical and theoretical perspectives on cognition, community and epistemology.
The series will be of interest to researchers and students in education and computing, to educational policy makers, and to the general public with an interest in the future of learning with technology.
Issues Vital to Address
This book unpicks how the growing role of technology, particularly tools designed to solve real-world problems, impacts thinking and expression. Mind-bending AI-generated fact, fiction, art and music challenge the boundaries of machine capability and human consciousness. Quantum physics views consciousness as self-observation reliant on language and thinking. Now machines implement life routines, there is a need for better human thinkers and communicators for tackling issues, like climate change and overpopulation. World Thinking Studies show decline in language and thinking, with one-third of adults lacking them for life needs. Technology reduces direct talk – essential for thought. A 2024 Mental State of the Year study finds Britain the world’s second most miserable place, only slightly more cheerful than Uzbekistan, showing inability to think through and solve problems. The subjects discussed in this book are processes, for applying technology successfully; practices, to determine how to implement technology support for thinking, communication, and collaboration; performance, in terms of student technology experiences; and predictions, to outline and analyse current technology trends.
Volume Editors: and
In the last decade, programming and computational thinking (CT) have been introduced on a large scale in school curricula and standards all over the world. In countries such as the UK, a new school subject—computing—was created, whereas in countries such as Sweden, programming was included in existing subjects, notably mathematics and technology education. The introduction of programming and CT in technology education implies a particular relationship between programming and technology. Programming is usually performed with technological artefacts—various types of computers—and it can also be seen as a specific branch of engineering.

This book analyses the background to and current implementation of programming and computational thinking in a Swedish school technology context, in relation to international developments. The various chapters deal with pertinent issues in technology education and its relation to computers and computing, for example, computational thinking and literacy, teachers’ programming competence, and computational thinking, programming, and learning in technology education. The book includes examples from educational research that could also be used as inspiration for school teaching, teacher education and curriculum development.
Volume Editor:
Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call.

Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.
The purpose of AECT at 100: A Legacy of Leadership is to highlight the Association for Educational Communications and Technology’s 100 years of leadership in educational technology and learning. AECT has a rich history, evolving from the National Education Association’s (NEA) Department of Visual Instruction (DVI) and later the Department of Audio-Visual Instruction (DAVI). Over its 100 years, AECT and its members have had a substantial impact on the evolution of American educational technology and learning, including in the areas of audiovisual instruction, instructional design, and online learning.

AECT at 100: A Legacy of Leadership brings together writers and experts in the organization to explore various periods of history within the field and how AECT and its membership stood as a leader within the field. Topics such as visual instruction, the audiovisual movement, leadership development, programmed instruction, diversity leadership, AECT and educational technology topics, journals, ethics, and social justice are explored. Additionally, a number of leaders are explored from the early days of AECT such as James Finn, F. Dean McClusky, Edgar Dale, and Elizabeth Golterman all the way to recent leaders such as Rob Branch.
Today’s teachers are charged with not only finding meaningful ways to integrate student use of technology in their classrooms, but also ways to more authentically assess student learning. The advancements in video technology have made classroom video production activities both affordable and feasible.

Collaborative Video Production (CVP) is a method of increasing higher order thinking, engagement, collaboration, and technology through the creation of video. The information provided in this book about the seven-step process of CVP, stems from both field research and practical classroom application. The video production process and the corresponding activities that are described by Joe P. Gaston and Byron Havard have been successfully conducted with students from elementary grades through higher ed. The focus of this book is on how to manage and facilitate CVP projects in the classroom.

Educators who are interested in more authentically engaging and assessing students' understanding of academic content will find this book to be of great benefit.
The book explores the role of higher education in increasing social mobility and reducing social inequality in today’s world. The first part examines the cultural openness of the knowledge society and its contribution to reducing social inequalities. The second part examines inclusive higher education in support of social mobility. The third part reveals digital technologies in higher education and their significance for the growth of social mobility. The fourth part discusses the best international practices and offers recommendations for educational management in support of reducing social inequalities.
Innovations across Pedagogies, Technologies and Societies
Volume Editors: and
Twenty-first century processes, such as globalization and digitization, pose various challenges for primary, secondary, and post-secondary teacher education at both the formal and informal education levels. These challenges are addressed by innovators in the field of teacher education, i.e. teacher educators, pre-service teachers, in-service teachers, scholars and policy-makers. This edited volume explores future trends in three different spheres of teacher education: 1) pedagogies (emotive, reflective, cognitive, and didactic practices), 2) technologies (digital competencies, artificial intelligence in teaching, and the transformative potential of digital tools in intercultural learning), and 3) societies (multilingualism, attitudes towards literacies, societal polarization, and teacher shortages). The suggested innovations aim to bridge the gap between theory and practice by drawing upon the critical evaluation of theoretical approaches as well as the discussion of best practice examples. The chapters are situated in various countries, such as Vietnam, Canada, Argentina, Spain, Germany, the USA, Switzerland, Sweden, Italy, and, as a transnational cooperation, Palestine and the UK. The Future of Teacher Education: Innovations across Pedagogies, Technologies and Societies considers various models of teacher education (e.g. reflective model, competency-based model, etc.) and applies a multitude of different research methods (e.g. didactic analysis of teaching material, thematic analysis of reflections, etc.).
Volume Editors: and
In an attempt to foster effective learning for the students, educators and researchers have been examining the complex relations between psychological, biological, sociological, and cultural aspects of the educative process. The common goal is to promote deep learning and maximize the potential of next-generation students in constructing knowledge, understanding, supporting, and advancing skills in their chosen fields. In the past decades, scientists and educational researchers are developing a new understanding of how the brain works and gaining knowledge of brain research that can transform how they teach in class. Recent discoveries in non-invasive brain imaging and cognitive neuroscience are providing fresh perspectives and mechanisms of learning. The chapters in this book will portray theoretical frameworks, thought-provoking ideas, and promising efforts in framing new science of learning.