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E-tivities The Key to Active Online Learning [Paperback]

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  • Category: Books (Education)
  • Author:  Salmon, Gilly
  • Author:  Salmon, Gilly
  • ISBN-10:  0415881765
  • ISBN-10:  0415881765
  • ISBN-13:  9780415881760
  • ISBN-13:  9780415881760
  • Publisher:  Taylor & Francis
  • Publisher:  Taylor & Francis
  • Pages:  240
  • Pages:  240
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Dec-2013
  • Pub Date:  01-Dec-2013
  • SKU:  0415881765-11-MPOD
  • SKU:  0415881765-11-MPOD
  • Item ID: 101398973
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Jul 01 to Jul 03
  • Notes: Brand New Book. Order Now.

The world of learning and teaching is at a watershed; confronted by challenges to previous educational models. One learning future lies in impactful, purposeful, active online activities, or e-tivities, that keep learners engaged, motivated, and participating. Grounded in the authors action research, E-tivities, 2nd Edition assuredly illustrates how technologies shape and enhance learning and teaching journeys.
 
In this highly practical book, Gilly Salmon maintains her exceptional reputation, delivering another powerful guide for academics, teaching professionals, trainers, designers and developers in all disciplines. This popular text has been comprehensively updated; addressing key technological changes since 2002, offering fresh case studies and Carpe Diem - a unique approach to learning design workshops.
 
Readers will find E-tivities, 2nd Edition a wonderful resource on its own or as a companion to the authors bestselling e-Moderating, 3rd Edition. 
 
Find e-tivities on the web at e-tivities.com or connect at gillysalmon.com

Preface

Part 1: Introducing e-tivities

1. E-tivities for active online learning

2. E-tivities in the five stage model

3. Creating e-tivities

4. Choices: The technology spectrum

5. Deploying e-tivities: A team approach

Part II: Resources for practitioners

Ideas

1. Ideas for e-tivities

2. Creativity and e-tivities

3. Using other people's digital materials (OER's)

Designing e-tivities

4. First-time e-tivity designer

5. E-tivity exemplars (?)

6. E-tivity continuum

Structures

7. E-tivity planning

8. Building programs and processes with e-tivities

9. Time Estimates

10. ClF

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