000 04166nam a2200553 i 4500
001 6815115
003 IEEE
005 20220712204825.0
006 m o d
007 cr |n|||||||||
008 151223s2014 maua ob 001 eng d
010 _z 2013038920 (print)
020 _a9780262323253
_qelectronic
020 _z9780262027380
_qhardcover : alk. paper
035 _a(CaBNVSL)mat06815115
035 _a(IDAMS)0b00006482536e3c
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aLB2395.7
_b.L67 2014eb
082 0 0 _a378.1/7344678
_223
100 1 _aLosh, Elizabeth M.,
_q(Elizabeth Mathews)
_eauthor.
_924346
245 1 4 _aThe war on learning :
_bgaining ground in the digital university /
_cby Elizabeth Losh.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c2014.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2014]
300 _a1 PDF (xi, 302 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references (p. 241-289) and index.
505 0 _aWhat they learn in college -- The war on learning -- On camera: the baked professor makes his debut -- From reality TV to the research university: coursecasting and pedogogical drama -- The rhetoric of the open courseware movement -- Honor coding: plagiarism software and educational opportunism -- Toy problems: education as product -- The plays the thing: games and virtual worlds in higher education -- Gaining ground in the digital university.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aBehind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on learning itself. In this book, Elizabeth Losh examines current efforts to "reform" higher education by applying technological solutions to problems in teaching and learning. She finds that many of these initiatives fail because they treat education as a product rather than a process. Highly touted schemes -- video games for the classroom, for example, or the distribution of iPads -- let students down because they promote consumption rather than intellectual development. Losh analyzes recent trends in postsecondary education and the rhetoric around them, often drawing on first-person accounts. In an effort to identify educational technologies that might actually work, she looks at strategies including MOOCs (massive open online courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to "the Baked Professor"), and educational virtual worlds. Finally, Losh outlines six basic principles of digital learning and describes several successful university-based initiatives. Her book will be essential reading for campus decision makers -- and for anyone who cares about education and technology.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/23/2015.
650 0 _aEducation, Higher
_xEffect of technological innovations on.
_924347
650 0 _aEducation, Higher
_xComputer network resources.
_924348
650 0 _aTeacher-student relationships.
_924349
650 0 _aInternet in education.
_924350
650 0 _aUniversity extension.
_924351
650 0 _aUniversities and colleges
_xComputer networks.
_924352
650 0 _aEducational technology.
_924353
650 0 _aComputer-assisted instruction.
_913081
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_924354
710 2 _aMIT Press,
_epublisher.
_924355
776 0 8 _iPrint version
_z9780262027380
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6815115
942 _cEBK
999 _c73372
_d73372