Remixing the Curriculum

Remixing the Curriculum
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Artikel-Nr:
9781475815719
Veröffentl:
2018
Seiten:
138
Autor:
Elizabeth Stringer Keefe
eBook Typ:
EPUB
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

Remixing the Curriculum suggests that the way to develop curriculum to maximize student access and engagement is to employ essential elements of traditional pedagogy, but infuse it with technology to create new features through the Technology Fitness, Proactive Teaching, Universal Design for Learning, and Assistive Technology.
Remixing the Curriculum offers educators a way to rethink traditional curricular approaches through a “curricular remix,” a concept in which a curriculum becomes different from its original form, retaining its basic foundational elements, but experiencing a metamorphosis to create a new version. Remixing the Curriculum suggests that the way to develop curriculum to maximize student access and engagement is to employ essential elements of traditional pedagogy, but infuse it with technology to create new features through the X Framework (XFW). XFW capitalizes on four essential features of educators’ practice and learning: Technology Fitness, in which a teacher self-evaluates their comfort level using technology; Proactive Teaching, which front-loads the planning and preparation for instruction to prior to implementation; Universal Design for Learning (UDL), a set of principles which guide the conditions for learning, including flexible learning environments to accommodate individual learning differences; and Assistive Technology, technology to improve the capabilities of students with disabilities. At the intersection of these four quadrants is X, which serves as a fulcrum for access to the curriculum.
Foreword
Dr. Richard Jackson
Acknowledgements

Part One: The Technology Mindset
Chapter 1: The X Framework
Chapter 2: Technology Fitness
Chapter 3: Proactive Teaching & Universal Design for Learning
Chapter 4: Assistive Technology
Chapter 5: Remixing School Culture with Technology

Part Two: Remixing the Classroom
Chapter 6: Technology as a Classroom Pillar
Chapter 7: Lecture 2.0
Chapter 8: Innovations (Maker Education & Gaming Education)
Chapter 9: Show What You Know
Chapter 10: Repurposing Practice

About the Authors

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