Integrating Technology in Problem-Solving Educational Practices

Integrating Technology in Problem-Solving Educational Practices

Pages: 300
DOI: 10.4018/979-8-3693-6745-2
ISBN13: 9798369367452|ISBN13 Softcover: 9798369367469|EISBN13: 9798369367476
Hardcover:
Forthcoming
$195.00
TOTAL SAVINGS: $195.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
Hardcover:
Forthcoming
$195.00
TOTAL SAVINGS: $195.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
E-Book:
Forthcoming
$195.00
TOTAL SAVINGS: $195.00
Benefits
  • Multi-user license (no added fee)
  • Immediate access after purchase
  • No DRM
  • PDF download
E-Book:
Forthcoming
$195.00
TOTAL SAVINGS: $195.00
Benefits
  • Immediate access after purchase
  • No DRM
  • PDF download
  • Receive a 10% Discount on eBooks
Hardcover +
E-Book:
Forthcoming
$235.00
TOTAL SAVINGS: $235.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
  • Multi-user license (no added fee)
  • Immediate access after purchase
  • No DRM
  • PDF download
Hardcover +
E-Book:
Forthcoming
$235.00
TOTAL SAVINGS: $235.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
  • Immediate access after purchase
  • No DRM
  • PDF download
Softcover:
Forthcoming
$150.00
TOTAL SAVINGS: $150.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
Softcover:
Forthcoming
$150.00
TOTAL SAVINGS: $150.00
Benefits
  • Printed-On-Demand (POD)
  • Usually ships one day from order
Article Processing Charge:
Forthcoming
$1,950.00
TOTAL SAVINGS: $1,950.00
Description & Coverage
Description:

It is impossible to overestimate the impact of technology on education as it continues to pervade every part of our lives. The book explores how emerging technologies are changing the problem-solving landscape and how educational technology can improve problem-solving skills in the digital age, which offers insights into how educators and students can leverage these tools to enhance learning outcomes. Through experiential learning and group work, technology can help students enhance their critical thinking, creativity, and problem-solving abilities. Aiming to use technology to build dynamic, interesting learning environments that provide students the tools they need to face difficulties in the real world. Using a blend of theoretical frameworks and real-world examples gives teachers the skills and resources to smoothly incorporate technology into their instruction. Teachers can develop problem-solving students prepared to succeed in an increasingly complicated and interconnected world by implementing interactive education approaches.

The target audience for this book is educators, instructional designers, researchers, and scholars who want to use technology to improve students' ability to solve problems in the classroom. It also serves students interested in understanding how technology and learning intersect, especially studying in education, technology, or related subjects.

Coverage:
Coverage forthcoming
Download OnDemand Chapters Banner
Table of Contents
Search this Book:
Reset
Editor/Author Biographies
Zhang Jingru , member of the China Europe International Design Association and the Chinese Art Anthropology Society. Design works have won numerous awards, both in China and abroad, and participated in international design weeks. Completed master's degree at China University of Mining and Technology (CUMT), specializing in Visual Communication Design. Currently pursuing Ph.D. studies at Universiti Sains Malaysia (USM). Delving into the intersection of Augmented Reality and Visual Design education.

Professor Dr Wan Ahmad Jaafar Wan Yahaya has been Director at the Centre for Instructional Technology and Multimedia (PTPM), Universiti Sains Malaysia (USM), Penang, Malaysia since 2016. He is the Chairman of the Technical Committee on Audio, Video, Information Technology, and Communication Equipment at the Department of Standard Malaysia, Ministry of International Trade and Industry Malaysia. He holds a PhD in Multimedia Education from the University of Leeds and a Master of Education (Computer in Education) from the University of Manchester, United Kingdom. He has published more than 170 articles/papers in indexed journals like Scopus, Web of Science (ISI), SCSI, SSCI, conference proceedings, and book chapters, primarily in the field of multimedia education. He is the recipient of the Thailand Association International Honor Award for Outstanding Contributions to the field of Educational Communications and Technology for the year 2023.

Mageswaran Sanmugam acquired his B.Sc. (Hons) in Electrical Engineering from Universiti Teknologi Tun Hussein Onn in 2005 and Master’s degree in Educational Management in 2012 from Universiti Utara Malaysia and Ph. D in Educational Technology in 2017 from Universiti Teknologi Malaysia. He worked as an Educator in both Primary and Secondary schools from 2008-2018, before being appointed as a Senior Lecturer in the Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang, Malaysia (from 2018- till 2021). Currently he is the Deputy Director of Research, Innovation and Networking in the Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang, Malaysia (from 2022- till now). He also serves as a Professional Technologist under the Malaysia Board of Technologists (MBOT) and as a Senior Member of the Institute of Electrical and Electronics Engineers (IEEE). He teaches human-computer interaction and multimedia project management. His expertise lies in gamification, game-based learning, artificial intelligence, and e-learning. He has published more than 70 research papers, including journal articles, book chapters, and other publications.
Darren Lim Yie acquired his Bachelor of Education (Hons) in Teaching English to Speakers of Other Languages (TESOL) in 2021 and his master’s degree in educational technology in 2023 from Universiti Sains Malaysia. He worked as a research assistant (2021 to 2023) previously and as a university tutor for now (2023 till now). Currently he is a PhD candidate in the Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang, Malaysia (from 2023- till now). His research interests mainly encompass educational technology, game theory, game-based learning, gamification, persuasive and immersive technology.
Archiving
All of IGI Global's content is archived via the CLOCKSS and LOCKSS initiative. Additionally, all IGI Global published content is available in IGI Global's InfoSci® platform.