K-12 Education: Concepts, Methodologies, Tools, and Applications

Editor: Information Resources Management Association
Publication Year: 2013
Publisher: IGI Global

Single-User Purchase Price: $1750.00
Unlimited-User Purchase Price: $2625.00
ISBN: 978-1-4666-4502-8
Category: Social Sciences - Education
Image Count: 307
Book Status: Available
Table of Contents

Primary and Secondary education is a formative time for young students. Lessons learned before the rigors of higher education help to inform learners future successes, and the increasing prevalence of learning tools and technologies can both help and hinder students in their endeavors. K-12 Education: Concepts, Methodologies, Tools, and Applications investigates the latest advances in online and mobile learning, as well as pedagogies and ontologies influenced by current developments in information and communication technologies, enabling teachers, students, and administrators to make the most of their educational experience. This multivolume work presents all stakeholders in K-12 education with the tools necessary to facilitate the next generation of student-teacher interaction.

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Table of Contents

  • Editorial Advisory Board and List of Reviewers
  • Preface
  • Section 1: Fundamental Concepts and Theories
  • Chapter 1: ICT in the Classroom
  • Chapter 2: Using Digital Tools to Teach Writing in K-12 Classrooms
  • Chapter 3: Integrated Technology for Culturally Competent Communication in Urban Schools
  • Chapter 4: Technology Integration in UAE Schools
  • Chapter 5: Communication Technology Integration in the Content Areas for Students with High-Incidence Disabilities
  • Chapter 6: An Overview of Inclusive Education in the United States
  • Chapter 7: Education for Inclusion Using Virtual Worlds
  • Chapter 8: Meeting the Needs of Exceptional Students
  • Chapter 9: Librarians' Roles in Informatics to Support Classroom Incorporation of Technology
  • Chapter 10: Grappling with Change
  • Chapter 11: Virtually Unprepared
  • Chapter 12: High School Students' Argument Patterns in Online Peer Feedback
  • Chapter 13: A State of the Art Cart
  • Chapter 14: A Perspective on Games and Patterns
  • Section 2: Development and Design Methodologies
  • Chapter 15: Elements of Game Design
  • Chapter 16: Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects
  • Chapter 17: Ethical Considerations for Learning Game, Simulation, and Virtual World Design and Development
  • Chapter 18: Assessment in Authentic Environments
  • Chapter 19: Effectiveness of International Distance Education in High School between Thailand and Japan
  • Chapter 20: Enhancing Pedagogy with mLearning
  • Chapter 21: Integrating Accessible Multiplication Games into Inclusive Classrooms
  • Chapter 22: Implementing Common Core State Standards using Digital Curriculum
  • Chapter 23: Physics and Creative Thinking Connected by “Bit”
  • Chapter 24: Reification of Five Types of Modeling Pedagogies with Model-Based Inquiry (MBI) Modules for High School Science Classrooms
  • Chapter 25: Developing a Web Application for the Integration of Real-World, Scientific, Problem-Solving into the Secondary Classroom
  • Chapter 26: Generating Transferable Skills in STEM through Educational Robotics
  • Chapter 27: Developing and Evaluating a Web-Based, Multi-Platform Curriculum for After-School Robotics
  • Section 3: Tools and Technologies
  • Chapter 28: Robotics and Problem-Based Learning in STEM Formal Educational Environments
  • Chapter 29: Core Math Tools
  • Chapter 30: The Impact of Investigations and the Interactive Whiteboard on Students' Mathematical Practice in Investigations Classrooms
  • Chapter 31: Learning in the Primary School Classroom using the Interactive Whiteboard
  • Chapter 32: Aligning iPad Applications with Evidence-Based Practices in Inclusive and Special Education
  • Chapter 33: Games Improving Disorders of Attention Deficit and Hyperactivity
  • Chapter 34: Enhancing Adaptive Learning and Assessment in Virtual Learning Environments with Educational Games
  • Chapter 35: Online Games for Children
  • Chapter 36: A MUVEing Success
  • Chapter 37: The Incorporation of Geometer's Sketchpad in a High School Geometry Curriculum
  • Chapter 38: Supporting Teachers' Instrumental Genesis with Dynamic Mathematical Software
  • Chapter 39: Modeling Online Teaching and Learning to Pre- and In-Service Teachers through the use of the Web 2.0 Social Networking Tool NING
  • Chapter 40: Using WEDPI Learning Package to Upgrade Teacher's Skills on Information Technology
  • Chapter 41: Technology Toolbox for the K-12 Literacy Teacher
  • Chapter 42: Technology-Based Literacy Approach for English Language Learners
  • Chapter 43: Reading Beyond the Borders
  • Chapter 44: Knock Down the Walls, Open the Doors
  • Chapter 45: The Writing-Pal
  • Section 4: Utilization and Application
  • Chapter 46: The Impact of Blogging and Scaffolding on Primary School Pupils' Narrative Writing
  • Chapter 47: Proverbial Storytelling and Lifelong Learning in the Home-School Dialogue
  • Chapter 48: A Furry Partnership
  • Chapter 49: Using Games for Primary School
  • Chapter 50: Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy
  • Chapter 51: Incorporating the Game of Geocaching in K-12 Classrooms and Teacher Education Programs
  • Chapter 52: Case Study of Game-Based Learning in a Citizenship Education K-12 Classroom
  • Chapter 53: An Enquiry into the use of Technology and Student Voice in Citizenship Education in the K-12 Classroom
  • Chapter 54: The History of Religions as a Tool for Citizenship Education of Children
  • Chapter 55: Integrating Learning Management Systems in K-12 Supplemental Religious Education
  • Chapter 56: Technologizing Teaching
  • Chapter 57: Technology-Enhanced Learning
  • Chapter 58: The iPad in the Classroom
  • Chapter 59: Solving Equations is All about Balance
  • Chapter 60: INFOhio Transforms Content Delivery for PreK-12 Students
  • Chapter 61: 3D Modeling in a High School Computer Visualization Class
  • Chapter 62: Robots Underwater! Learning Science, Engineering and 21st Century Skills
  • Chapter 63: In and out of the School Activities Implementing IBSE and Constructionist Learning Methodologies by Means of Robotics
  • Chapter 64: Online Learning Communities in UAE Schools
  • Section 5: Critical Issues
  • Chapter 65: Weebly, Wikis, and Digital Storytelling
  • Chapter 66: Fostering Mathematical Competence through Technology-Enhanced Interactive Environments
  • Chapter 67: The TPACK of Dynamic Representations
  • Chapter 68: Should Traditional Classrooms Have Formal Facebook Groups?
  • Chapter 69: Using Device Detection Techniques in M-Learning Scenarios
  • Chapter 70: Evaluating iPad Applications
  • Chapter 71: Evaluating Games in Classrooms
  • Chapter 72: Going 11 with Laptop Computers in an Independent, Co-Educational Middle and High School
  • Chapter 73: Do Technologies Support the Implementation of the Common Core State Standards in Mathematics of High School Probability and Statistics?
  • Chapter 74: Parental Communication about the Needs of Their Children
  • Chapter 75: What are Alberta's K-12 Students Saying about Learning with Technologies?
  • Chapter 76: The Study of the Relationship among Learner-Content Interaction, Learning Performance, and Learner Satisfaction in a Blended Learning English Class in a Rural High School
  • Chapter 77: The Learning Effect of Using a Blended Learning Design in K12 Science Teaching
  • Chapter 78: Designing Evaluations for K-12 Robotics Education Programs
  • Chapter 79: Integrated Projects and the Development of Interdisciplinary Problem-Solving Strategies
  • Chapter 80: Issues and Challenges in Preparing Teachers to Teach in the Twenty-First Century
  • Section 6: Emerging Trends
  • Chapter 81: Training Teachers for a Virtual School System
  • Chapter 82: Pre-Service Teacher Education for the Management of Actual and Virtual Classes
  • Chapter 83: Through the Looking Glass to Ourselves
  • Chapter 84: The Student with Complex Education Needs
  • Chapter 85: Music Composition for Creative Thinking
  • Chapter 86: Integrating Technology in Teacher Education Programs
  • Chapter 87: Overcoming the Tensions and Challenges of Technology Integration
  • Chapter 88: Acer
  • Chapter 89: Embedded Librarianship
  • Chapter 90: Integrating Game-Enhanced Mathematics Learning into the Pre-Service Training of Teachers
  • Chapter 91: STEM Academic Enrichment and Professional Development Programs for K-12 Urban Students and Teachers
  • Chapter 92: Hands-On Math in Kindergarten
  • Chapter 93: Next Generation Science Assessment
  • Chapter 94: Teaching Basic Software Engineering to Senior High School Students
  • Chapter 95: iPods, Internet and Apps, Oh My
  • Chapter 96: Digital Structures and the Future of Online Leadership
  • Chapter 97: Learning on the Move in the Web 2.0
  • Chapter 98: The Next Frontier in Public Education