Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449790
Category :
Languages : en
Pages : 700
Book Description
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1
Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449790
Category :
Languages : en
Pages : 700
Book Description
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449790
Category :
Languages : en
Pages : 700
Book Description
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Author: Lane, Carol-Ann
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958
Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958
Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2
Author: Carol-Ann Lane
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449806
Category :
Languages : en
Pages : 716
Book Description
Publisher: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN: 9781668449806
Category :
Languages : en
Pages : 716
Book Description
Handbook of Research on Media Literacy Research and Applications Across Disciplines
Author: Yildiz, Melda N.
Publisher: IGI Global
ISBN: 1522592636
Category : Social Science
Languages : en
Pages : 471
Book Description
The digital age has made it easy for anyone, even those with limited technology proficiency, to create some form of media. With so many different types of media and the sheer volume of information coming from a wide array of sources, media literacy has become an essential skill that can be very difficult to learn and teach. The Handbook of Research on Media Literacy Research and Applications Across Disciplines aims to present cross-disciplinary examinations of media literacy, specifically investigating its challenges and solutions and its implications for P-20 education. An assemblage of innovative findings centered on national and international perspectives, with topics including critical thinking and decision-making processes, smart consumerism, recognizing point-of-view, media influence, responsible media creation, cyber threats, media literacy instruction, among others, this book is ideally designed for educators, researchers, activists, instructional designers, media specialists, and professionals.
Publisher: IGI Global
ISBN: 1522592636
Category : Social Science
Languages : en
Pages : 471
Book Description
The digital age has made it easy for anyone, even those with limited technology proficiency, to create some form of media. With so many different types of media and the sheer volume of information coming from a wide array of sources, media literacy has become an essential skill that can be very difficult to learn and teach. The Handbook of Research on Media Literacy Research and Applications Across Disciplines aims to present cross-disciplinary examinations of media literacy, specifically investigating its challenges and solutions and its implications for P-20 education. An assemblage of innovative findings centered on national and international perspectives, with topics including critical thinking and decision-making processes, smart consumerism, recognizing point-of-view, media influence, responsible media creation, cyber threats, media literacy instruction, among others, this book is ideally designed for educators, researchers, activists, instructional designers, media specialists, and professionals.
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning
Author: Carol-Ann Lane
Publisher:
ISBN:
Category : Reading
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category : Reading
Languages : en
Pages :
Book Description
Game-based Learning in Action
Author: Matthew Farber
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433144745
Category : Educational games
Languages : en
Pages : 0
Book Description
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433144745
Category : Educational games
Languages : en
Pages : 0
Book Description
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
ECGBL 2022 16th European Conference on Game-Based Learning
Author: Conceição Costa
Publisher: Academic Conferences and publishing limited
ISBN: 1914587529
Category : Education
Languages : en
Pages : 842
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1914587529
Category : Education
Languages : en
Pages : 842
Book Description
Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms
Author: Courtney-Dattola, Ashley
Publisher: IGI Global
ISBN: 1799884074
Category : Education
Languages : en
Pages : 805
Book Description
Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.
Publisher: IGI Global
ISBN: 1799884074
Category : Education
Languages : en
Pages : 805
Book Description
Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.