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- Springer New York 2013; Not Available
This book offers guidance for integrating technology into the curriculum. It details theoretical models and examples of practice which capitalize on the potential of technologies to deliver alternatives to the more traditional lecture-based model of teaching. more...
- Springer New York 2013; US$ 179.00
This book examines the theory, research and practical issues related to digital knowledge maps in tertiary education and draws predominantly on international perspectives. It Includes concrete examples of technology enhanced curriculum design prototypes. more...
- Springer US 2010; US$ 209.00
This collection of papers covers a bevy of topics regarding cognitive approaches to learning and teaching in the age of the Internet. General topics address mental models, online learning, communications and innovative educational technologies. more...
- Springer US 2008; Not Available
In this thought provoking collection, a tribute to Norbert Seel, an international panel of researchers presents the current state of model-based education. Chapters link the multiple ways of constructing knowledge to the complex real world of skill development. more...
- Springer New York 2012; US$ 149.00
This book covers current research, methodology, assessment and technology in game-based learning, as a basis for effective learning environments. Includes innovative work in educational psychology, educational diagnostics, technology and learning sciences. more...
- Springer International Publishing 2015; US$ 129.00
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as:... more...
- Springer International Publishing 2015; US$ 199.00
This theory-to-practice guide offers leading-edge ideas for wide-scale curriculum reform in sciences, technology, engineering, the arts, and mathematics--the STEAM subjects. Chapters emphasize the critical importance of current and emerging digital technologies in bringing STEM education up to speed and implementing changes to curricula at the classroom... more...
- Springer US 2010; US$ 179.00
What is knowledge? How can it be successfully assessed? How can we best use the results? As questions such as these continue to be discussed and the learning sciences continue to deal with expanding amounts of data, the challenge of applying theory to diagnostic methods takes on more complexity.Computer-Based Diagnostics and Systematic Analysis of... more...
- Springer New York 2010; US$ 179.00
Representing the latest work in the field, this volume addresses the fundamentals aspects behind problem solving. Topics include evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. more...
- Springer New York 2011; US$ 189.00
This book addresses important issues with evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. Covers just-in-time learning, constructivism, student-centered learning and other new approaches. more...