In this second edition the editors continue their efforts to synthesize research and practice and project future directions in the field of information and communication technology.
The proliferation of mobile devices and applications have had major implications on how the nature of teaching and learning should be conceptualised, and what pedagogical practices should be used to support bridging formal and informal learning. The advent of social media also highlights the importance of gaining a deeper understanding of social learning theories and computer-supported collaborative learning theories and practices. The advancement of new technologies to support easy accessibility of educational resources such as OER and to a lesser extent MOOCs have led to the debate on how assessment should be conducted and how technologies could be used to support it.
The demand of the knowledge society requires that researchers, policy makers, and educational practitioners be conversant with new research findings in order to understand the impact of ICT in teaching and learning, and how to support learners to use new technologies and applications creatively and effectively. New research paradigms have emerged to meet these challenges.
Addresses the multiple components that are important for successful implementation of IT in education, including supporting student learning with technology
With many innovative practices and research results on the use of IT for assesment
Shows the potential of distance learning and flexible learning
Includes supplementary material: sn.pub/extras
Joke Voogt
lifelong learning competencies measuring emerging technology impact curriculum in the 21st century information technology in teaching and learning ICT and inquiry-based learning cyberwellness effective teaching with IT teacher dispositions for IT in education flexible and distance learning role of school leaders in ICT in education future perspectives on IT and assessment online learning communities in K-12 settings device compatibility, infrastructure and ownership games and simulation-based learning digital equity