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Computers, Curriculum, and Cultural Change (An Introduction for Teachers)

List Price: $82.99
SKU:
9780805844641
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  • Product Details

    Author:
    Eugene F. Provenzo, Jr., Arlene Brett, Gary N. McCloskey
    Format:
    Paperback
    Pages:
    328
    Publisher:
    Taylor & Francis (August 24, 2004)
    Language:
    English
    ISBN-13:
    9780805844641
    ISBN-10:
    0805844643
    Weight:
    21.625oz
    Dimensions:
    7" x 10"
    File:
    TAYLORFRANCIS-TayFran_260702050419996-20260702.xml
    Folder:
    TAYLORFRANCIS
    List Price:
    $82.99
    Case Pack:
    18
    As low as:
    $78.84
    Publisher Identifier:
    P-CRC
    Discount Code:
    H
    Audience:
    Professional and scholarly
    Country of Origin:
    United States
    Pub Discount:
    30
    Imprint:
    Routledge
  • Overview

    Computers, Curriculum, and Cultural Change: An Introduction for Teachers, Second Edition is a comprehensive introduction to using computers in educational settings. What distinguishes this text from others on the topic is its focus on:
    *the issue of how computers are redefining our culture and society and the work of schools;
    *the idea of using the computer as a tool for increasing efficiency and productivity in curriculum; and
    *the concept of the computer as a tool not only for efficiency, but actually as a means of enhancing intelligence.

    This text provides students with an introduction to basic computer skills and experience, enhanced by helpful pedagogical aids, including case studies and highlighted features, such as Portfolio Development, Reflective Practice, Computing Timelines, Filmographies, bibliographical sources, and a text-linked glossary of key computer terms.
    New in the Second Edition: In addition to being thoroughly updated, a new section has been added to Chapter 1, "Creating an Electronic Portfolio," with activities linked to the standards for educational computing established by the International Society for Technology in Education (ISTE). Electronic portfolio activities at the end of each chapter give students the hands-on practical skills they need and, at the same time, cover the necessary theoretical and conceptual material for an introductory educational computing course.