Educational Technology and Narrative Story and Instructional Design /

This volume is the result of a 2016 research symposium sponsored by the Association for Educational Communications and Technology (AECT) focused on the growing theoretical areas of integrating story and narrative into educational design. Narrative, or storytelling, is often used as a means for under...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Hokanson, Brad (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt), Clinton, Gregory (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt), Kaminski, Karen (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2018.
Έκδοση:1st ed. 2018.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • The Spirit of Storytelling
  • The Narrative Imperative: Creating a Story Telling Culture in the Classroom
  • Stories as Decision-Scaffolds: Understanding Nonlinear Storytelling Using Case-Based Reasoning and Educational Design Research
  • Using Trust Telling and Amicable Inquiry for Open Educational Resources to Strengthen a University Network in Thailand
  • Narrative Qualities of Design Argumentation
  • Scenario-Based Workplace Training as Storytelling
  • It is a Two-way Street: Using Storytelling and Narration as a Formalized Method to Promote Partnership Between The Instructors and ID Team in Higher Education Context
  • Personal Tales of Instructional Design from the Facilitator's Perspective
  • Storytelling as Transdisciplinarity: An Experiment in First-Year Composition and Communication
  • Advancing Social Narrative Intervention Tools for Students with Autism: The Role of Educational Technology
  • Designing for Adult Learners' Metacognitive Development & Narrative Identity
  • Using the Design Thinking Cycle to Tell the Story of Innovative Learning Spaces
  • Show and Tell: The Steps to Keeping the End in Mind
  • Empowered Guinea Pigs: Stories of Cross-disciplinary Projects in an Experimental Educational Software Design Course
  • Use of a Content-Based Science Narrative to Develop Situational Interest within a Digital Game
  • Indiana University Plagiarism Tutorials and Tests:  14 Years of Worldwide Learning Online
  • Using Activity Theory in Designing Science Inquiry Games
  • An Instructional Designer's Story of Designing Gender and Sexuality Courses
  • Minding the Stories We Tell: Acknowledging and Addressing Implicit Narratives in IDT
  • Designing for Narrative-like Learning Experiences
  • Use of Precedent as a Narrative Practice in Design Learning
  • Promoting Creativity and Critical Thinking Through Digital Storytelling: Perceptions of Undergraduate Students
  • Changing the Narrative of School:Toward a Neuro-Cognitive Redefinition of Learning. .