null
Loading... Please wait...
FREE SHIPPING on All Unbranded Items LEARN MORE
Print This Page

What the Tech? (An Educator's Guide to AI, AR/VR, the Metaverse and More)

List Price: $34.99
SKU:
9798888370209
Quantity:
Minimum Purchase
25 unit(s)
  • Availability: Confirm prior to ordering
  • Branding: minimum 50 pieces (add’l costs below)
  • Check Freight Rates (branded products only)

Branding Options (v), Availability & Lead Times

  • 1-Color Imprint: $2.00 ea.
  • Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
  • Belly-Band Wrap: $2.50 ea. (full-color printed)
  • Set-Up Charge: $45 per decoration
FULL DETAILS
  • Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
  • Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
  • Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
  • RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
  • Product Details

    Author:
    Rachelle Dene Poth
    Format:
    Paperback
    Pages:
    175
    Publisher:
    ASCD (March 18, 2025)
    Imprint:
    ISTE
    Language:
    English
    Audience:
    Professional and scholarly
    ISBN-13:
    9798888370209
    Weight:
    12oz
    Dimensions:
    7.5" x 9.25"
    File:
    ASCD-ASCD_Metadata_20250903132422-20250903.xml
    Folder:
    ASCD
    List Price:
    $34.99
    Country of Origin:
    United States
    Pub Discount:
    60
    Case Pack:
    38
    As low as:
    $30.09
    Publisher Identifier:
    P-ASCD
    Discount Code:
    C
  • Overview

    Help students navigate the world of emerging tech and cultivate a more engaged – and empowered – generation of learners who can drive positive change in the world.

    With artificial intelligence (AI), augmented reality (AR), virtual reality (VR), blockchain, non-fungible tokens (NFTs), the metaverse and Web3 being used in the world of work and education, students need opportunities to learn about, explore and create with emerging technologies. At the same time, educators need the right resources to stay current with the changes, and be able to provide the guidance students need to develop the skills that are essential today – and are likely to be in demand for the jobs of the future.

    Based on a course developed by the author, this book explores how to create impactful learning experiences so that students can apply their knowledge to real-world problems, collaborate with peers from around the world and develop critical thinking skills, while expanding their understanding of the world and their place in it.

    The book:
    • Includes examples and activities to help educators who might feel overwhelmed by new technologies embrace these topics and bring new learning opportunities into their classes.
    • Features vignettes from educators who have implemented some of the tools and practices shared in the book, highlighting their challenges, risks taken, failures experienced and the overall impact on learning.
    • Offers a model in course creation by breaking down the author’s thought process in developing a course on emerging technology and her preparation for teaching it.

    Educators who are unfamiliar with the technologies discussed in this guide will walk away with practical takeaways to help students understand best practices for using these tools in school and beyond.

    Audience: Elementary and secondary educators and technology coaches