21st Century Lifelong Creative Learning: A Matrix of Innovative Methods and New Technologies for Individual, Team and Community Skills and Competencies ( Education in a Competitive and Globalizing World )

Publication series :Education in a Competitive and Globalizing World

Author: Niki Lambropoulos;Margarida Romero  

Publisher: Nova Science Publishers, Inc.‎

Publication year: 2015

E-ISBN: 9781634831000

P-ISBN(Paperback): 9781634830959

Subject: L No classification

Keyword: 暂无分类

Language: ENG

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21st Century Lifelong Creative Learning: A Matrix of Innovative Methods and New Technologies for Individual, Team and Community Skills and Competencies

Chapter

REFERENCES

Chapter 2: LEARNING THEORIES AND PEDAGOGICAL METHODOLOGIES FOR LIFELONG CREATIVE LEARNING

COGNITIVE, AFFECTIVE AND CONATIVE LEARNING APTITUDES – GROUP COGNITION

2.1. LEARNING THEORIES IN BRIEF

2.2. FROM THEORY TO PRACTICE: BRINGING TOGETHER THE LEARNING PUZZLE

2.3. AUTHENTIC COMPETENCIES IN THE GLOBAL COOPERATION DIGITAL AGE

CONCLUSION

REFERENCES

Chapter 3: THE NEED FOR REDEFINING 21ST CENTURY LIFELONG CREATIVE LEARNING

3.1. LIFELONG LEARNING, FROM LEARNING IN THE WOMB TO ELDERLY LEARNING

3.2. NEW PERSPECTIVES COLLABORATIVE AND SOCIAL LEARNING

3.3. COMPETENCE-BASED APPROACHES FOR LIFELONG LEARNING

CONCLUSION

REFERENCES

Chapter 4: THE 21ST CENTURY SKILLS AND COMPETENCIES MATRIX

4.1. DIMENSION I: INDIVIDUAL SKILLS AND COMPETENCIES

4.2. DIMENSION 2: GROUP SKILLS AND COMPETENCIES

4.3. DIMENSION 3: GLOBAL SKILLS AND COMPETENCIES

4.4. NEW SKILLS AND COMPETENCIES EVALUATION STRATEGIES AND METHODOLOGIES

CONCLUSION

REFERENCES

Chapter 5: NEW TECHNOLOGIES FOR THE 21ST CENTURY LIFELONG CREATIVE LEARNING

5.1. INTRODUCTION OF COMPUTER-BASED ARTEFACTS FOR THE 21ST CENTURY CREATIVE LEARNING

5.2. INDIVIDUALIZED AND ADAPTIVE CREATIVE LEARNING: COMPUTERS AS COGNITIVE AND METACOGNITIVE TOOLS

5.3. GROUP-WARE FOR SMALL GROUPS TEAM BUILDING AND COLLABORATIVE LEARNING

5.4. TECHNOLOGY FOR CREATIVE COLLABORATION IN LEARNING

5.5. MATRICES FOR CLE: DIGITAL GAME BASED LEARNING, SERIOUS GAMES AND LUDIFICATION

5.6. MASSIVE LEARNING TECHNOLOGIES: FROM MOOCS TO MASSIVE SERIOUS GAMES

5.7. MATRICES FOR FUTURE EMERGING CREATIVE LEARNING TECHNOLOGIES

5.8. BYOT IN THE CLASSROOM!

CONCLUSION

REFERENCES

Chapter 6: EPILOGUE: THE REVERED GAZE IN AN EXPANDING WORLD

6.1. NEW ORGANIZATIONAL STRUCTURES AND THE EVER-CHANGING SOCIETY

6.2. THE OVER-CONNECTED SOCIETY AND THE 24/7 CULTURE

6.3. FUTURE CREATIVE LEARNING ENVIRONMENTS: INDIVIDUAL, TEAM AND COMMUNITY-BASED IMMERSION

APPENDIX I: ONLINE SOFT SKILLS ENHANCEMENT

APPENDIX II:EVALUATION AND BENCHMARKING

APPENDIX III: SOCIABILITY AND USABILITYEVALUATION CRITERIA CATALOGUE

ABOUT THE AUTHORS

INDEX

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