Informed Design of Educational Technologies in Higher Education: Enhanced Learning and Teaching By Anders D. Olofsson
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- 547
- File size
- 6.99 MB
- Format
- Digital PDF
- Course
- Education
- Category
- eBook[PDF]
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About this ebook
The academic textbook Informed Design of Educational Technologies in Higher Education: Enhanced Learning and Teaching, edited by Anders D. Olofsson and J. Ola Lindberg, explores how research-based, ethical, and theoretical frameworks can shape educational technology to improve university-level learning and instruction. [1, 2]
The core areas and topics covered within this comprehensive volume on the IGI Global Product Page include: [1, 2]
Core Topics and Chapters
- 3D Virtual Worlds in Higher Education: Utilizing immersive, multi-dimensional virtual environments to foster student engagement and simulate complex academic scenarios.
- Activity-Driven Design Method for Online Learning: Methods focused on structuring online courses around student actions, tasks, and collaborative exercises rather than passive content consumption.
- Computer-Assisted Healthcare Simulations: The design and deployment of digital simulations tailored specifically for medical, nursing, and clinical healthcare training.
- Concepts in Curriculum and Educational Technology Design: Overarching framework designs that merge instructional technology smoothly into broader institutional curricula.
- Ecological Approach to Instructional Design: Treating the technological learning environment as a holistic ecosystem, analyzing how students, teachers, tools, and institutional contexts interact.
- High Performance Learning Spaces: Exploring the architecture of physical, hybrid, and digital spaces to optimize collaborative learning and maximize technological infrastructure.
- Informed Design of Education Activities: A research-grounded approach to crafting learning tasks that map back to pedagogical theories and ethical, mutual understanding.
- Instructional Design for Technology-Based Systems: The fundamental technical and pedagogical principles needed to build stable, goal-oriented software and tech systems for students.
- Instructional Simulation: Designing non-medical digital environments, scenarios, and gamified models that allow students to practice decision-making safely.
- Learning Ecosystems for Mobile Social Media: Examining how smartphones, tablets, and social media platforms can be designed as interconnected spaces for peer-to-peer reflection and collaborative learning. [1, 2, 3]
Core Conceptual Themes
Beyond specific tools, the book unifies these topics under two central pillars:
- Pedagogical Grounding: Moving educators away from experimenting with technology for its own sake, advocating instead for explicit learning theories (such as social constructivism or scaffolding) to drive the design. [1, 2, 3]
- Ethical Perspective: Emphasizing mutual understanding, accessibility, and inclusivity between educators and a diverse student demographic in digital learning spheres. [1, 2]
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