Products related to Technology:
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Learning Identities in a Digital Age : Rethinking creativity, education and technology
Digital media are increasingly interwoven into how we understand society and ourselves today.From lines of code to evolving forms of online conduct, they have become an ever-present layer of our age.The rethinking of education has now become the subject of intense global policy debates and academic research, paralleled by the invention and promotion of new learning identities, which are intended to incite teachers and students to think, feel, and act as social operators in schools and beyond.Learning Identities in a Digital Age provides a critical exploration of how education has been reimagined for the digital future.It argues that education is now the subject of a "cybernetic" mode of thought: a contemporary style of thinking about society and identity that is saturated with metaphors of networks, flexibility, interactivity, and connectedness.This book examines how shifts in thought have translated into fresh ideas about creative learning, interactive tools, curriculum reform, and teacher identity.The text identifies how learning identities have been promoted, and position young people as networked learners, equipped for political, economic and cultural participation in the digital age. Included in the text:- mapping the digital age- reconstructing the future of education-making up digital learning identities-assembling creative learning-thinking with digital tools- protoyping the curriculum of the future-being a teacher in a digital age. This book situates education and technology in an intergenerational and interdisciplinary conversation.It will be of interest to students, researchers and practising education professionals who want to understand the wider sociological and psychological significance of new technologies on education and learner identity.
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Technology and Entrepreneurship Education : Adopting Creative Digital Approaches to Learning and Teaching
This contemporary book offers valuable insights on digital technology and entrepreneurship education, highlighting the importance of adopting creative digital approaches to learning and teaching. It raises the questions as to whether the current approaches utilised to convey entrepreneurial knowledge are adequate enough when preparing graduates for prospective careers. The book directly addresses the need for effective practices in teaching and reinforces the rising interest and resilience in entrepreneurship.Comprising a number of distinct chapters that illuminate digitally assisted teaching methods that are used in practice to champion student engagement when learning enterprise and entrepreneurship.The contemporary practices allude to the notion that the adoption of simulations and game-based learning increases student’ comprehension, helps in retention of knowledge, and is an excellent way to introduce new content. With the substantial challenges caused by the global pandemic this book is a vital resource at a time when blended learning is the new norm and mode of instruction in Higher Education. It is ideal for researchers, instructors and students with a keen interest in game-based approaches, as it encourages application and outlook towards entrepreneurship education.
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Virtual Reality Technology
Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going.Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language.Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry.For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
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Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity
Originally published as a special issue of the Creativity Research Journal, this volume gives a balanced and reflective account of the challenges and opportunities of technology-enabled creative learning in contemporary societies. Providing a current and updated account of the challenges posed by the Coronavirus to online education, chapters more broadly offer conceptual reflections and empirically informed insights into the impact of technology on individual and collective creativity and learning.These thoughts are explored in relation to school achievement, the development of digital educational resources, online collaboration, and virtual working.Further, the book also considers how the creative use of technology poses risks to learning through the accidental or deliberate dissemination of misinformation, and online manipulation of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between creativity, learning, and school achievement, and analyses the impact of virtual environments on creative expression.It will appeal to postgraduate students in the fields of creativity and learning, as well as to students and academics involved with broader research in areas such as the role of technology in education, e-Learning and distance education. Vlad P. Glaveanu is Associate Professor and Head of the Department of Psychology and Counselling at Webster University Geneva, Switzerland, as well as Associate Professor II at the University of Bergen, Norway. Ingunn Johanne Ness is a Senior Researcher at the Centre for the Science of Learning & Technology, University of Bergen, Norway. Constance de Saint Laurent is a Postdoctoral Researcher at the University of Bologna, Italy.
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What is Digital Technology 2?
Digital Technology 2 is a course that builds upon the foundational concepts introduced in Digital Technology 1. It delves deeper into topics such as programming, web development, data analysis, and cybersecurity. Students will further develop their skills in using digital tools and technologies to solve real-world problems and gain a more advanced understanding of how technology impacts society. The course aims to prepare students for a career in the rapidly evolving field of digital technology.
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Is the truth table in digital technology correct?
Yes, truth tables in digital technology are correct and reliable tools for analyzing the behavior of logic gates and circuits. They provide a systematic way to determine the output of a logic gate based on all possible input combinations. By using truth tables, engineers can ensure the accuracy and predictability of digital systems, making them an essential component in the design and verification process.
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Is the truth table correct in digital technology?
Yes, truth tables are an essential tool in digital technology as they provide a systematic way to represent the relationship between inputs and outputs of logical gates. By using truth tables, engineers can analyze and design complex digital circuits accurately. The truth table ensures that the logic gates operate correctly based on the defined input-output relationships, making it a crucial component in digital technology.
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How do you develop a circuit for digital technology?
To develop a circuit for digital technology, you first need to define the requirements and specifications of the circuit. Next, you would design the circuit using software tools such as CAD programs to create a schematic diagram. Then, you would simulate the circuit to ensure it functions correctly and meets the desired specifications. Finally, you would prototype the circuit on a breadboard or PCB to test its functionality in a real-world setting before moving on to mass production.
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Digital Education : Security, Readiness, and Technology Enhancement
With the onset of the COVID-19 pandemic, the education world has had to adjust to remote learning.This new book provides important research on digital pedagogies and assessment to demonstrate how technology can be effectively employed for an effective global digital learning environment. This new title brings together professional scientists and senior researchers to discuss the challenges today’s teachers and teacher-educators face in their practice.It also provides vital guidance to universities on how to develop faculty capacity to teach online.It addresses on-line learning and on-line teaching modes using the latest research, helping faculty members to design an effective digital teaching modes using evidence-based practices. Based on the expanding prospect to respond to the rise of online enrollments and the decline of face-to face education, this new book provides an important overview of digital technology-enhanced education for the 21st century STEM teachers.It examines the modern aspects of online learning by adjusting teaching practices to reflect the growing role of digital technologies.The book also features student interaction and discussion of its core themes by providing a comprehensive understanding of the technological capabilities available to them and includes research-informed and evidence-based technology integration models and instructional strategies. Readers of this reference book will learn how to adjust their practices to reflect the increasing role of digital technologies and will be encouraged to consider how digital education can prepare us all for a modern and completely new ‘information society.’ This new book is written for distance education courses for better managing online educational systems and provides readers with advanced information needed for e-learning programs in a manner that they will be capable of distinguishing among proper applications of distance education.This book is intended to support fair access to engaging digital-age education opportunities for instructional designers, faculty developers and STEM learners who take an active interest in improving online teaching.
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Transformative Digital Technology for Disruptive Teaching and Learning
Generation Z students are avid gamers and are always on social media.Smart like their phones, they must be educated in a smart manner, which involves the use of digital tools.Transformative Digital Technology for Disruptive Teaching and Learning provides smart education solutions and details ways in which Gen Z learners can be educated.It covers such digital learning strategies as blended learning, flipped learning, mobile learning, and gamification.It examines creative teaching–learning strategies to encourage modern learners to learn more quickly.The book discusses ways to accelerate the capabilities of teaching and learning transactions.It also covers innovative teaching and learning processes to meet the challenges of digital learners. Starting with an overview of digital learning resources and processes as well as their advantages and disadvantages, the book then discusses such approaches and strategies as follows:Learner-oriented and learner-friendly approachesBlended learningActive learningExperiential learningVirtual learningApplications of Cloud Computing and Artificial IntelligenceGamificationLMS challenges and techno-pedagogical issues for modern lifeAs digital technology is disrupting teaching and learning, especially the skill development of students in the era of Industry 4.0 and 5.0, this is a timely book.It provides methods, approaches, strategies, and techniques for innovative learning and teaching.It discusses how to leverage new technology to enhance educators’ and learners’ abilities and performance.A comprehensive reference guide for educational researchers and technology developers, the book also helps educators embrace the digital transformation of teaching and learning.
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Technology-Enabled Blended Learning Experiences for Chemistry Education and Outreach
Technology-Enabled Blended Learning Experiences for Chemistry Education and Outreach discusses new technologies and their potential for the advancement of chemistry education, particularly in topics that are difficult to demonstrate in traditional 2d media.The book covers the theoretical background of technologies currently in use (such as virtual and augmented reality), introducing readers to the current landscape and providing a solid foundation on how technology can be usefully integrated in both learning and teaching chemistry content.Other sections cover the implementation of technology, how to design a curriculum, and how new tactics can be applied to both outreach and evaluation efforts. Case studies supplement the information presented, providing the reader with practicable examples and applications of covered theories and technologies.Drawing on the broad experiences and unique insights of a global team of authors from a whole host of different backgrounds, the book aims to stimulate readers’ creativity and inspire them to find their own novel applications of the techniques highlighted in this volume.
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Filming the Fantastic with Virtual Technology : Filmmaking on the Digital Backlot
This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking.Gone are the long days and months of post before seeing your final product.Composites and CG characters can now be shot together as fast as a live-action show.Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio.They reveal the procedures and secrets for making movies in virtual sets.The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies.Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment?Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together?Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time?This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology.Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with Reality™ software and performance capture equipment such as Qualysis.
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Why does digital technology not make us more productive?
Digital technology does not always make us more productive because it can be a source of distraction. With the constant influx of notifications, emails, and social media updates, it's easy to get sidetracked from our tasks. Additionally, the learning curve for new digital tools and the time spent troubleshooting technical issues can also eat into our productivity. Furthermore, the pressure to always be connected and available can lead to burnout and decreased efficiency. Therefore, while digital technology has the potential to enhance productivity, it also comes with its own set of challenges that can hinder our ability to focus and get work done.
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How do you solve the tasks related to digital technology?
I solve tasks related to digital technology by first understanding the requirements and objectives of the task. I then research and analyze the best tools, software, or techniques that can be used to accomplish the task efficiently. I also leverage my knowledge and experience in digital technology to troubleshoot any issues that may arise during the process. Finally, I continuously stay updated with the latest trends and advancements in digital technology to enhance my problem-solving skills.
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How are calculations for circuit analysis in digital technology performed?
Calculations for circuit analysis in digital technology are performed using Boolean algebra and logic gates. Boolean algebra is used to represent the logical relationships between inputs and outputs in a digital circuit. Logic gates, such as AND, OR, and NOT gates, are then used to implement these logical relationships in the circuit. By applying Boolean algebra and using logic gates, engineers can analyze and design digital circuits to ensure proper functionality and performance.
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Does Minecraft help with understanding electrical engineering and digital technology?
Yes, Minecraft can help with understanding electrical engineering and digital technology. The game allows players to create and manipulate redstone circuits, which can simulate electrical engineering principles such as logic gates, circuits, and even basic computer programming. By experimenting with redstone in Minecraft, players can gain a better understanding of how electrical engineering and digital technology work in a fun and interactive way. Additionally, the game's open-ended nature encourages creativity and problem-solving, which are essential skills in the fields of electrical engineering and digital technology.
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