{"title":"Techedu: A Hopkins Series On Education And Technology","description":null,"products":[{"product_id":"wikipedia-u-book-thomas-leitch-9781421415352","title":"Wikipedia U","description":"Since its launch in 2001, Wikipedia has been a lightning rod for debates about knowledge and traditional authority. It has come under particular scrutiny from publishers of print encyclopedias and college professors, who are skeptical about whether a crowd-sourced encyclopedia - in which most entries are subject to potentially endless reviewing and editing by anonymous collaborators whose credentials cannot be established - can ever truly be accurate or authoritative. In Wikipedia U, Thomas Leitch argues that the assumptions these critics make about accuracy and authority are themselves open to debate. After all, academics are expected both to consult the latest research and to return to the earliest sources in their field, each of which has its own authority. And when teachers encourage students to master information so that they can question it independently, their ultimate goal is to create a new generation of thinkers and makers whose authority will ultimately supplant their own. Wikipedia U offers vital new lessons about the nature of authority and the opportunities and challenges of Web 2.0. Leitch regards Wikipedia as an ideal instrument for probing the central assumptions behind liberal education, making it more than merely, as one of its severest critics has charged, \"the encyclopedia game, played online.\"","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50374224871697,"sku":"CIN1421415356G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1421415356.jpg?v=1750954818"},{"product_id":"sage-on-the-screen-book-bill-ferster-9781421421261","title":"Sage on the Screen","description":"Since the days of Thomas Edison, technology has held the promise of lowering the cost of education. The fantasy of leveraging a fixed production cost to reach an unlimited number of consumers is an enticing economic proposition, one that has been repeatedly attempted with each new media format, from radio and television to MOOCs, where star academics make online video lectures available to millions of students at little cost. In  Sage on the Screen, Bill Ferster explores the historical, theoretical, and practical perspectives of using broadcast media to teach by examining a century of efforts to use it at home and in the classroom. Along the way, he shares stories from teachers, administrators, entrepreneurs, and innovators who promoted the use of cutting-edge technology-while critically evaluating their motives for doing so.  Taking a close look at the origins of various media forms, their interrelatedness, and their impact on education thus far, Ferster asks why broadcast media has been so much more successful at entertaining people than it has been at educating them. Accessibly written and full of explanatory art,  Sage on the Screen offers fresh insight into the current and future uses of instructional technology, from K-12 through non-institutionally-based learning.","brand":"WoB","offers":[{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":50419904020753,"sku":"CIN1421421267VG","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1421421267.jpg?v=1751146317"},{"product_id":"knowledge-games-book-karen-schrier-9781421419206","title":"Knowledge Games","description":"Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's  Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games-such as  Foldit, a protein-folding puzzle game,  SchoolLife, which crowdsources bullying interventions, and  Reverse the Odds, in which mobile game players analyze breast cancer data-are already being used by researchers to gain scientific, psychological, and humanistic insights.  Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.  In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.","brand":"WoB","offers":[{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":50452518830353,"sku":"CIN1421419203VG","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ GOOD \/ SBYB","offer_id":50953615671569,"sku":"CIN1421419203G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1421419203.jpg?v=1750714306"},{"product_id":"textbook-and-the-lecture-book-norm-friesen-9781421424330","title":"The Textbook and the Lecture","description":"Why are the fundamentals of education apparently so little changed in our era of digital technology? Is their obstinate persistence evidence of resilience or obsolescence? Such questions can best be answered not by imagining an uncertain high-tech future, but by examining a well-documented past-a history of instruction and media that extends from Gilgamesh to Google. Norm Friesen looks to the combination and reconfiguration of oral, textual, and more recent media forms to understand the longevity of so many educational arrangements and practices.  Friesen examines the interrelationship of reading, writing, and pedagogy in the case of the lecture and the textbook-from their premodern to their postmodern incarnations. Over hundreds of years, these two forms have integrated textual, oral, and (more recently) digital media and connected them with changing pedagogical and cultural priorities.  The Textbook and the Lecture opens new possibilities for understanding not only mediated pedagogical practices and their reform but also gradual changes in our conceptions of the knowing subject and of knowledge itself. Drawing on wide-ranging scholarship in fields as diverse as media ecology and German-language media studies, Foucauldian historiography, and even archaeological research,  The Textbook and the Lecture is a fascinating investigation of educational media.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":53018387022097,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":53018387382545,"sku":"NGR9781421424330","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781421424330.jpg?v=1768259932"},{"product_id":"postsecondary-play-book-william-tierney-9781421413068","title":"Postsecondary Play","description":"The college application process-which entails multiple forms, essays, test scores, and deadlines-can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating.  While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either.  Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students.  Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines-college access, social media, game studies, and learning sciences-provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play-the ability to develop skills while engaging in the game-are essential in the effective use of serious games in teaching and learning.  Summarizing a decade of research in game design and learning,  Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":53143008968977,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":53143009034513,"sku":"NGR9781421413068","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781421413068.jpg?v=1771542965"}],"url":"https:\/\/www.worldofbooks.com\/en-gb\/collections\/techedu-a-hopkins-series-on-education-and-technology-book-series.oembed","provider":"World of Books ","version":"1.0","type":"link"}