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What knowledge and skills do designers of learning technologies need? What is the best way to train them to create high-quality educational technologies? Distilling the wisdom of expert instructors and designers, this cutting-edge guide offers a clear, accessible balance of theory and practical examples. This cutting-edge guide: synthesizes learning, instructional design, and educational technology perspectives on learning-centered technology — highlighting how interdisciplinary work is driving the fields of the learning sciences and technology design and development offers helpful resources for both faculty and students — including descriptions of a variety of successful courses in learning technology design, examples of student work with commentary by instructors and students, and discussions of "lessons learned" in course development includes a "To the Student" chapter that speaks in plain language about what is exciting and challenging about creating technology for kidsDirected to university instructors working with students on developing educational software projects and to managers leading learning technologies development teams, this book is a valuable resource for guiding and inspiring the next generation of designers of learning technologies.
Chris DiGiano is a software engineer at Google, Inc. and holds an adjoint appointment in the Computer Science Department at the University of Colorado at Boulder.Shelley Goldman is Professor (Teaching) at Stanford University.Michael Chorost is a freelance technology writer and educational consultant.
Selected ContentsContributor BiographiesPreface1. IntroductionShelley Goldman, Chris DiGiano and Michael Chorost2. What Is Design Knowledge and How Do We Teach It? Christopher Hoadley and Charlie Cox3. Focusing on Process: Evidence and Ideas to Promote Learning through the Collaborative Design Process Emma Mercier, Shelley Goldman, and Angela Booker4. Partnering with K-12 Educators in Collaborative Design of Learning TechnologyShelley Goldman, Emma Mercier and Angela Booker5. Authentic Design and Collaboration: Involving University Faculty as Clients in Project-Based Learning Technology Design CoursesJennifer Meta Robinson, Alyssa Wise, and Thomas Duffy6. Moving from Feedback to Scaffolding - Improving the LTD Student's ExperienceSuzanne Alejandre and K. Ann Renninger7. Interdisciplinarity in Learning Technology Design CoursesAngela Booker, Shelley Goldman, and Emma Mercier8. Applying the "Studio Model" to Learning Technology DesignCharlie Cox, Steve Harrison, and Christopher Hoadley9. A Learning Technology Design Course, DeconstructedChris Quintana10. Teaching educational design around computer games: Balancing expectations, abilities and outcomes11. Creating Educational GameletsClayton Lewis and Alexander Repenning12. Playground Games and the Dissemination of Control in Computing and LearningDeborah Tatar, Sirong Lin, and Joon Suk Lee13. Reflecting on Reflection: Guiding and Capturing Student Projects OnlineChris DiGiano, Mike Chorost, and Mark Chung14. To The StudentMichael Chorost and Chris DiGiano15. Featured Student ProjectsGucci Estrella and Chris DiGiano
'as a summary of the challenges that have been grabbed and addressed by scholars in the USA, the work provides a great resource.' -- John G Hedberg, British Journal of Education Technology, Vol 41, No 2, 2010.