Linked e-resources
Details
Table of Contents
Intro
Looking Forward to Inclusive Digital Education
Organization of the Book
Contents
Inclusive Technology-Enhanced Education
References
A Third Space: Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL)
Introduction
Open Education Resources (OER)
Students as Co-Creators of OERs
User Generated Content: Its Role in Education and OER Development
Open Education Practices (OEP)
Supporting Students as Co-Creators and Consumers and Users of OERs
UDL Underpinning Inclusive Equitable Design
A Third Space Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL)
Conclusion
References
Open Educational Resources for Inclusive Education: A Tangible Response for Italian School
The ICF and the Use of Technologies
Open Educational Resources (OER)
Types of OERs and Where to Find Them
Available Licences for the Creation of Open Multimedia Resources
The Advantages of OERs
OERs for Inclusive Education
The Contribution of Research for the Italian School
The So.Di.Linux Characteristics
So.Di.Linux for the Inclusion of Specific Disabilities
Essediquadro
The Database
Insights
Essediquadro Training
Target Users
Contents and Methods of Use
Conclusions
References
Digital Education to Approach the Affective Domain in Mathematics Learning
Introduction
Affective Domain in Mathematics
Mathematics, Technology, and Affect
Methodology
Mobile Apps
Robotics
Learning to Drive
Polygonal Routes
Arithmetic at a Line
GeoGebra
3D Design and Printing
Analysis of Results
Conclusion
References
Inquiry-Based Learning Focused on Inclusive Education in Programming of Robots: Challenges, Experience, and Feedback of First Cycle Students
Introduction
State of the Art in Student-Oriented IBL
Application of Methodology to the Course with Focus on Gifted Students
Teaching Process
Learning Process: Students' Projects
Project "Parking System"
Project "Store Robot Logistic"
Project "Maze Solution"
Criteria for the Learning Assessment
Results of Evaluation of the Methodology
Results on Learning Process
Results on Teaching Process
Conclusions
References
Content Design for Inclusive Educational Environments
Introduction
Educational Game Design Frameworks
Instructional Design Models
ADDIE: A Five-Phase Model of Instructional Design
A Four-Dimensional Framework for Evaluating Games and Simulation-Based Learning
Game Development Life Cycle
The WUIM Production Process
Analyse: The First Phase of ADDIE
Context of Learning
Learner Characteristics
Pedagogical Considerations
Psychopedagogical Approaches for Teaching Students with SEND in Inclusive Classrooms
Looking Forward to Inclusive Digital Education
Organization of the Book
Contents
Inclusive Technology-Enhanced Education
References
A Third Space: Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL)
Introduction
Open Education Resources (OER)
Students as Co-Creators of OERs
User Generated Content: Its Role in Education and OER Development
Open Education Practices (OEP)
Supporting Students as Co-Creators and Consumers and Users of OERs
UDL Underpinning Inclusive Equitable Design
A Third Space Infusing Open Educational Resources (OER) with Universal Design for Learning (UDL)
Conclusion
References
Open Educational Resources for Inclusive Education: A Tangible Response for Italian School
The ICF and the Use of Technologies
Open Educational Resources (OER)
Types of OERs and Where to Find Them
Available Licences for the Creation of Open Multimedia Resources
The Advantages of OERs
OERs for Inclusive Education
The Contribution of Research for the Italian School
The So.Di.Linux Characteristics
So.Di.Linux for the Inclusion of Specific Disabilities
Essediquadro
The Database
Insights
Essediquadro Training
Target Users
Contents and Methods of Use
Conclusions
References
Digital Education to Approach the Affective Domain in Mathematics Learning
Introduction
Affective Domain in Mathematics
Mathematics, Technology, and Affect
Methodology
Mobile Apps
Robotics
Learning to Drive
Polygonal Routes
Arithmetic at a Line
GeoGebra
3D Design and Printing
Analysis of Results
Conclusion
References
Inquiry-Based Learning Focused on Inclusive Education in Programming of Robots: Challenges, Experience, and Feedback of First Cycle Students
Introduction
State of the Art in Student-Oriented IBL
Application of Methodology to the Course with Focus on Gifted Students
Teaching Process
Learning Process: Students' Projects
Project "Parking System"
Project "Store Robot Logistic"
Project "Maze Solution"
Criteria for the Learning Assessment
Results of Evaluation of the Methodology
Results on Learning Process
Results on Teaching Process
Conclusions
References
Content Design for Inclusive Educational Environments
Introduction
Educational Game Design Frameworks
Instructional Design Models
ADDIE: A Five-Phase Model of Instructional Design
A Four-Dimensional Framework for Evaluating Games and Simulation-Based Learning
Game Development Life Cycle
The WUIM Production Process
Analyse: The First Phase of ADDIE
Context of Learning
Learner Characteristics
Pedagogical Considerations
Psychopedagogical Approaches for Teaching Students with SEND in Inclusive Classrooms