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Resources

Handbooks

Practical guidance for practitioners, developers and policy makers, examining emerging practice in the design and use of digital technologies.

  • Promoting transformative innovation in schoolsPromoting transformative innovation in schools

    November 2008

    This handbook aims to offer evidence, insights, ideas and recommendations that can be built upon to support and nurture a culture of transformative innovation within education.

  • Designing educational technologies for social justiceDesigning educational technologies for social justice

    April 2008

    This handbook explores the role that digital technologies can play in reducing inequality in education, and offers guidance on designing resources or projects to promote social justice.

  • Learning with handheld technologiesLearning with handheld technologies

    December 2006

    A guide for those considering handheld technologies for teaching and learning purposes, with case studies illustrating the potential of handheld technology for learning, and a wide survey of projects in this area.

  • Learner voiceLearner voice

    September 2006

    Despite the vast number of changes in education in recent years, learners are seldom consulted and remain largely unheard in the change process. If education is to become more personalised, then learners must be heard.

  • Games and learning (Myst image courtesy of Cyan Inc)Games and learning

    October 2005

    There's an increasing interest in the potential role of computer and video games to support young people's learning, and recent studies have begun to ask how games might be used or adapted for use in schools. This handbook reports on some of the latest developments.

  • Building collaboration between designers and researchersBuilding collaboration between designers and researchers

    April 2005

    How can research on teaching and learning be used to improve the design of e-content? This report uses case studies to illustrate a range of collaborations; a directory of educational researchers is also available.

  • Designing with usersDesigning educational technologies with users

    September 2004

    There is concern about the separation between developers of digital educational resources and those who use them - teachers and learners. This handbook suggests ways in which the communities might work together to create more effective and relevant resources.

  • Creativity and collaboration handbookDesigning technologies to support creativity and collaboration

    September 2004

    Increasingly, collaboration is seen as important in creative learning. This handbook sets out some recommendations for ways in which digital technologies could be designed and used to support creative collaboration in the classroom.