Author: Natalia Kucirkova
Publisher: UCL Press
ISBN: 1787353494
Category : Education
Languages : en
Pages : 202
Book Description
How and Why to Read and Create Children's Digital Books outlines effective ways of using digital books in early years and primary classrooms, and specifies the educational potential of using digital books and apps in physical spaces and virtual communities. With a particular focus on apps and personalised reading, Natalia Kucirkova combines theory and practice to argue that personalised reading is only truly personalised when it is created or co-created by reading communities. Divided into two parts, Part I suggests criteria to evaluate the educational quality of digital books and practical strategies for their use in the classroom. Specific attention is paid to the ways in which digital books can support individual children’s strengths and difficulties, digital literacies, language and communication skills. Part II explores digital books created by children, their caregivers, teachers and librarians, and Kucirkova also offers insights into how smart toys, tangibles and augmented/virtual reality tools can enrich children’s reading for pleasure. How and Why to Read and Create Children's Digital Books is of interest to an international readership ranging from trainee or established teachers to MA level students and researchers, as well as designers, librarians and publishers. All are inspired to approach children’s reading on and with screens with an agentic perspective of creating and sharing. Praise for How and Why to Read and Create Children's Digital Books 'This is an exciting and innovative book – not least because it is freely available to read online but because its origins are in primary practice. The author is an accomplished storyteller, and whether you know, as yet, little about the value of digital literacy in the storymaking process, or you are an accomplished digital player, this book is full of evidence-informed ideas, explanations and inspiration.' Liz Chamberlain, Open University 'At a time when children's reading is increasingly on-screen, many teachers, parents and carers are seeking practical, straightforward guidance on how to support children's engagement with digital books. This volume, written by the leading expert on personalised e-books, is packed with app reviews, suggestions and insights from recent international research, all underpinned by careful analysis of digital book features and recognition of reading as a social and cultural practice. Providing accessible guidance on finding, choosing, sharing and creating digital books, it will be welcomed by those excited by the possibilities of enthusing children about reading in the digital age.' Cathy Burnett, Professor of Literacy and Education, Sheffield Hallam University
How and Why to Read and Create Children's Digital Books
Author: Natalia Kucirkova
Publisher: UCL Press
ISBN: 1787353494
Category : Education
Languages : en
Pages : 202
Book Description
How and Why to Read and Create Children's Digital Books outlines effective ways of using digital books in early years and primary classrooms, and specifies the educational potential of using digital books and apps in physical spaces and virtual communities. With a particular focus on apps and personalised reading, Natalia Kucirkova combines theory and practice to argue that personalised reading is only truly personalised when it is created or co-created by reading communities. Divided into two parts, Part I suggests criteria to evaluate the educational quality of digital books and practical strategies for their use in the classroom. Specific attention is paid to the ways in which digital books can support individual children’s strengths and difficulties, digital literacies, language and communication skills. Part II explores digital books created by children, their caregivers, teachers and librarians, and Kucirkova also offers insights into how smart toys, tangibles and augmented/virtual reality tools can enrich children’s reading for pleasure. How and Why to Read and Create Children's Digital Books is of interest to an international readership ranging from trainee or established teachers to MA level students and researchers, as well as designers, librarians and publishers. All are inspired to approach children’s reading on and with screens with an agentic perspective of creating and sharing. Praise for How and Why to Read and Create Children's Digital Books 'This is an exciting and innovative book – not least because it is freely available to read online but because its origins are in primary practice. The author is an accomplished storyteller, and whether you know, as yet, little about the value of digital literacy in the storymaking process, or you are an accomplished digital player, this book is full of evidence-informed ideas, explanations and inspiration.' Liz Chamberlain, Open University 'At a time when children's reading is increasingly on-screen, many teachers, parents and carers are seeking practical, straightforward guidance on how to support children's engagement with digital books. This volume, written by the leading expert on personalised e-books, is packed with app reviews, suggestions and insights from recent international research, all underpinned by careful analysis of digital book features and recognition of reading as a social and cultural practice. Providing accessible guidance on finding, choosing, sharing and creating digital books, it will be welcomed by those excited by the possibilities of enthusing children about reading in the digital age.' Cathy Burnett, Professor of Literacy and Education, Sheffield Hallam University
Publisher: UCL Press
ISBN: 1787353494
Category : Education
Languages : en
Pages : 202
Book Description
How and Why to Read and Create Children's Digital Books outlines effective ways of using digital books in early years and primary classrooms, and specifies the educational potential of using digital books and apps in physical spaces and virtual communities. With a particular focus on apps and personalised reading, Natalia Kucirkova combines theory and practice to argue that personalised reading is only truly personalised when it is created or co-created by reading communities. Divided into two parts, Part I suggests criteria to evaluate the educational quality of digital books and practical strategies for their use in the classroom. Specific attention is paid to the ways in which digital books can support individual children’s strengths and difficulties, digital literacies, language and communication skills. Part II explores digital books created by children, their caregivers, teachers and librarians, and Kucirkova also offers insights into how smart toys, tangibles and augmented/virtual reality tools can enrich children’s reading for pleasure. How and Why to Read and Create Children's Digital Books is of interest to an international readership ranging from trainee or established teachers to MA level students and researchers, as well as designers, librarians and publishers. All are inspired to approach children’s reading on and with screens with an agentic perspective of creating and sharing. Praise for How and Why to Read and Create Children's Digital Books 'This is an exciting and innovative book – not least because it is freely available to read online but because its origins are in primary practice. The author is an accomplished storyteller, and whether you know, as yet, little about the value of digital literacy in the storymaking process, or you are an accomplished digital player, this book is full of evidence-informed ideas, explanations and inspiration.' Liz Chamberlain, Open University 'At a time when children's reading is increasingly on-screen, many teachers, parents and carers are seeking practical, straightforward guidance on how to support children's engagement with digital books. This volume, written by the leading expert on personalised e-books, is packed with app reviews, suggestions and insights from recent international research, all underpinned by careful analysis of digital book features and recognition of reading as a social and cultural practice. Providing accessible guidance on finding, choosing, sharing and creating digital books, it will be welcomed by those excited by the possibilities of enthusing children about reading in the digital age.' Cathy Burnett, Professor of Literacy and Education, Sheffield Hallam University
Getting Started with Transmedia Storytelling
Author: Robert Pratten
Publisher: Createspace Independent Publishing Platform
ISBN: 9781515339168
Category : Authorship
Languages : en
Pages : 0
Book Description
This book is a guide to developing cross-platform and pervasive entertainment. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights in multi-platform interactive storytelling.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781515339168
Category : Authorship
Languages : en
Pages : 0
Book Description
This book is a guide to developing cross-platform and pervasive entertainment. Whether you're a seasoned pro or a complete newbie, this book is filled with tips and insights in multi-platform interactive storytelling.
Rerolling Boardgames
Author: Douglas Brown
Publisher: McFarland
ISBN: 1476639272
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Publisher: McFarland
ISBN: 1476639272
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
The Cambridge Handbook of Computing Education Research
Author: Sally A. Fincher
Publisher:
ISBN: 1108756212
Category : Computers
Languages : en
Pages : 924
Book Description
This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.
Publisher:
ISBN: 1108756212
Category : Computers
Languages : en
Pages : 924
Book Description
This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.
Transmedia Storytelling
Author: Max Giovagnoli
Publisher: Lulu.com
ISBN: 1105062589
Category : Computers
Languages : en
Pages : 149
Book Description
Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries as they create and develop their stories in this new, interactive ecosystem.
Publisher: Lulu.com
ISBN: 1105062589
Category : Computers
Languages : en
Pages : 149
Book Description
Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries as they create and develop their stories in this new, interactive ecosystem.
Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds
Author: L.A. Annetta
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Publisher: Springer Science & Business Media
ISBN: 9460913296
Category : Education
Languages : en
Pages : 281
Book Description
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Reading Computer-Generated Texts
Author: Leah Henrickson
Publisher: Cambridge University Press
ISBN: 1108913199
Category : Language Arts & Disciplines
Languages : en
Pages : 143
Book Description
Natural language generation (NLG) is the process wherein computers produce output in readable human languages. Such output takes many forms, including news articles, sports reports, prose fiction, and poetry. These computer-generated texts are often indistinguishable from human-written texts, and they are increasingly prevalent. NLG is here, and it is everywhere. However, readers are often unaware that what they are reading has been computer-generated. This Element considers how NLG conforms to and confronts traditional understandings of authorship and what it means to be a reader. It argues that conventional conceptions of authorship, as well as of reader responsibility, change in instances of NLG. What is the social value of a computer-generated text? What does NLG mean for modern writing, publishing, and reading practices? Can an NLG system be considered an author? This Element explores such question, while presenting a theoretical basis for future studies.
Publisher: Cambridge University Press
ISBN: 1108913199
Category : Language Arts & Disciplines
Languages : en
Pages : 143
Book Description
Natural language generation (NLG) is the process wherein computers produce output in readable human languages. Such output takes many forms, including news articles, sports reports, prose fiction, and poetry. These computer-generated texts are often indistinguishable from human-written texts, and they are increasingly prevalent. NLG is here, and it is everywhere. However, readers are often unaware that what they are reading has been computer-generated. This Element considers how NLG conforms to and confronts traditional understandings of authorship and what it means to be a reader. It argues that conventional conceptions of authorship, as well as of reader responsibility, change in instances of NLG. What is the social value of a computer-generated text? What does NLG mean for modern writing, publishing, and reading practices? Can an NLG system be considered an author? This Element explores such question, while presenting a theoretical basis for future studies.
A History of the Bible
Author: John Barton
Publisher: Penguin
ISBN: 0143111205
Category : Religion
Languages : en
Pages : 642
Book Description
A literary history of our most influential book of all time, by an Oxford scholar and Anglican priest In our culture, the Bible is monolithic: It is a collection of books that has been unchanged and unchallenged since the earliest days of the Christian church. The idea of the Bible as "Holy Scripture," a non-negotiable authority straight from God, has prevailed in Western society for some time. And while it provides a firm foundation for centuries of Christian teaching, it denies the depth, variety, and richness of this fascinating text. In A History of the Bible, John Barton argues that the Bible is not a prescription to a complete, fixed religious system, but rather a product of a long and intriguing process, which has inspired Judaism and Christianity, but still does not describe the whole of either religion. Barton shows how the Bible is indeed an important source of religious insight for Jews and Christians alike, yet argues that it must be read in its historical context--from its beginnings in myth and folklore to its many interpretations throughout the centuries. It is a book full of narratives, laws, proverbs, prophecies, poems, and letters, each with their own character and origin stories. Barton explains how and by whom these disparate pieces were written, how they were canonized (and which ones weren't), and how they were assembled, disseminated, and interpreted around the world--and, importantly, to what effect. Ultimately, A History of the Bible argues that a thorough understanding of the history and context of its writing encourages religious communities to move away from the Bible's literal wording--which is impossible to determine--and focus instead on the broader meanings of scripture.
Publisher: Penguin
ISBN: 0143111205
Category : Religion
Languages : en
Pages : 642
Book Description
A literary history of our most influential book of all time, by an Oxford scholar and Anglican priest In our culture, the Bible is monolithic: It is a collection of books that has been unchanged and unchallenged since the earliest days of the Christian church. The idea of the Bible as "Holy Scripture," a non-negotiable authority straight from God, has prevailed in Western society for some time. And while it provides a firm foundation for centuries of Christian teaching, it denies the depth, variety, and richness of this fascinating text. In A History of the Bible, John Barton argues that the Bible is not a prescription to a complete, fixed religious system, but rather a product of a long and intriguing process, which has inspired Judaism and Christianity, but still does not describe the whole of either religion. Barton shows how the Bible is indeed an important source of religious insight for Jews and Christians alike, yet argues that it must be read in its historical context--from its beginnings in myth and folklore to its many interpretations throughout the centuries. It is a book full of narratives, laws, proverbs, prophecies, poems, and letters, each with their own character and origin stories. Barton explains how and by whom these disparate pieces were written, how they were canonized (and which ones weren't), and how they were assembled, disseminated, and interpreted around the world--and, importantly, to what effect. Ultimately, A History of the Bible argues that a thorough understanding of the history and context of its writing encourages religious communities to move away from the Bible's literal wording--which is impossible to determine--and focus instead on the broader meanings of scripture.
New Media
Author: Leah A. Lievrouw
Publisher: Taylor & Francis
ISBN: 0415431603
Category : Digital media
Languages : en
Pages : 463
Book Description
Publisher: Taylor & Francis
ISBN: 0415431603
Category : Digital media
Languages : en
Pages : 463
Book Description
The Need for Story
Author: Anne Haas Dyson
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 276
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, k, p, e, i, s, t.
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 276
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, k, p, e, i, s, t.