Inclusive digital education Linda Daniela, editor.

This book is about the promotion and development of digital solutions for inclusive education, including a variety of hardware, software, digital learning materials, and digital learning content currently available on the market. All of these technological solutions serve as support materials and bu...

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Bibliographic Details
Other Authors: Daniela, Linda, 1967- (Editor)
Format: eBook
Language:English
Published: Cham, Switzerland : Springer, 2023.
Series:Educational communications and technology.
Subjects:
Online Access:Click for online access
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