Using Macromedia Captivate 1. 0 - German

Using Macromedia Captivate 1. 0 - German
Title Using Macromedia Captivate 1. 0 - German PDF eBook
Author Element K Content LLC
Publisher
Pages
Release 2005-01-01
Genre
ISBN 9780758096487

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Multimedia

Multimedia
Title Multimedia PDF eBook
Author Tay Vaughan
Publisher Osborne Publishing
Pages 636
Release 1996
Genre Computers
ISBN 9780078822254

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Thoroughly updated for newnbsp;breakthroughs in multimedia nbsp; The internationally bestselling Multimedia: Making it Work has been fully revised and expanded to cover the latest technological advances in multimedia. You will learn to plan and manage multimedia projects, from dynamic CD-ROMs and DVDs to professional websites. Each chapter includes step-by-step instructions, full-color illustrations and screenshots, self-quizzes, and hands-on projects. nbsp;

Learning to Think Spatially

Learning to Think Spatially
Title Learning to Think Spatially PDF eBook
Author National Research Council
Publisher National Academies Press
Pages 333
Release 2005-02-03
Genre Education
ISBN 0309092086

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Learning to Think Spatially examines how spatial thinking might be incorporated into existing standards-based instruction across the school curriculum. Spatial thinking must be recognized as a fundamental part of Kâ€"12 education and as an integrator and a facilitator for problem solving across the curriculum. With advances in computing technologies and the increasing availability of geospatial data, spatial thinking will play a significant role in the information-based economy of the twenty-first century. Using appropriately designed support systems tailored to the Kâ€"12 context, spatial thinking can be taught formally to all students. A geographic information system (GIS) offers one example of a high-technology support system that can enable students and teachers to practice and apply spatial thinking in many areas of the curriculum.

Designing a More Inclusive World

Designing a More Inclusive World
Title Designing a More Inclusive World PDF eBook
Author Simeon Keates
Publisher Springer Science & Business Media
Pages 271
Release 2012-12-06
Genre Technology & Engineering
ISBN 0857293729

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Designing inclusively is no longer an option for companies. It is a business essential. Global populations are getting older, legislation is increasingly prohibitive of unnecessary exclusion and consumer attitudes are beginning to change. Exclusivity is out, inclusivity is in. Research communities the world over are responding to this change in design emphasis. Conferences such as the Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) offer a forum for researchers from diverse and varied disciplines to bring their perspectives on inclusive design together. This book has been inspired by the second CWUAAT, held in Cambridge, England in March 2004. It contains chapters from an international group of leading researchers in this field. Contributions focus on the following topics: design issues for universal access and assistive technology; enabling computer access and new technologies; and, assistive technology and rehabilitation robotics. This series of conferences is aimed at a broad range of interests, with a general focus on the development of products and solutions. Numerous case studies are used to raise awareness of the challenges faced in developing truly inclusive products, along with examples of good practice for design for a more inclusive world.

TechSmith Camtasia Studio 8

TechSmith Camtasia Studio 8
Title TechSmith Camtasia Studio 8 PDF eBook
Author Kevin A. Siegel
Publisher
Pages 0
Release 2013
Genre Camtasia Studio
ISBN 9781932733532

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Electronic Communication Across the Curriculum

Electronic Communication Across the Curriculum
Title Electronic Communication Across the Curriculum PDF eBook
Author Donna Reiss
Publisher
Pages 364
Release 1998
Genre Computers
ISBN

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This collection of 24 essays explores what happens when proponents of writing across the curriculum (WAC) use the latest computer-mediated tools and techniques--including e-mail, asynchronous learning networks, MOOs, and the World Wide Web--to expand and enrich their teaching practices, especially the teaching of writing. Essays and their authors are: (1) "Using Computers to Expand the Role of Writing Centers" (Muriel Harris); (2) "Writing across the Curriculum Encounters Asynchronous Learning Networks" (Gail E. Hawisher and Michael A. Pemberton); (3) "Building a Writing-Intensive Multimedia Curriculum" (Mary E. Hocks and Daniele Bascelli); (4) "Communication across the Curriculum and Institutional Culture" (Mike Palmquist; Kate Kiefer; Donald E. Zimmerman); (5) "Creating a Community of Teachers and Tutors" (Joe Essid and Dona J. Hickey); (6) "From Case to Virtual Case: A Journey in Experiential Learning" (Peter M. Saunders); (7) "Composing Human-Computer Interfaces across the Curriculum in Engineering Schools" (Stuart A. Selber and Bill Karis); (8) "InterQuest: Designing a Communication-Intensive Web-Based Course" (Scott A. Chadwick and Jon Dorbolo); (9) "Teacher Training: A Blueprint for Action Using the World Wide Web" (Todd Taylor); (10) "Accommodation and Resistance on (the Color) Line: Black Writers Meet White Artists on the Internet" (Teresa M. Redd); (11) "International E-mail Debate" (Linda K. Shamoon); (12) "E-mail in an Interdisciplinary Context" (Dennis A. Lynch); (13) "Creativity, Collaboration, and Computers" (Margaret Portillo and Gail Summerskill Cummins); (14) "COllaboratory: MOOs, Museums, and Mentors" (Margit Misangyi Watts and Michael Bertsch); (15) "Weaving Guilford's Web" (Michael B. Strickland and Robert M. Whitnell); (16) "Pig Tales: Literature inside the Pen of Electronic Writing" (Katherine M. Fischer); (17) "E-Journals: Writing to Learn in the Literature Classroom" (Paula Gillespie); (18) "E-mailing Biology: Facing the Biochallenge" (Deborah M. Langsam and Kathleen Blake Yancey); (19) "Computer-Supported Collaboration in an Accounting Class" (Carol F. Venable and Gretchen N. Vik); (20) "Electronic Tools to Redesign a Marketing Course" (Randall S. Hansen); (21) Network Discussions for Teaching Western Civilization" (Maryanne Felter and Daniel F. Schultz); (22) "Math Learning through Electronic Journaling" (Robert Wolfe); (23) "Electronic Communities in Philosophy Classrooms" (Gary L. Hardcastle and Valerie Gray Hardcastle); and (24) "Electronic Conferencing in an Interdisciplinary Humanities Course" (Mary Ann Krajnik Crawford; Kathleen Geissler; M. Rini Hughes; Jeffrey Miller). A glossary and an index are included. (NKA)

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Title Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds PDF eBook
Author L.A. Annetta
Publisher Springer Science & Business Media
Pages 281
Release 2011-07-22
Genre Education
ISBN 9460913296

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In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.