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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching.
Adolescents' Online Literacies
New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes.
This revised edition of Adolescents' Online Literacies: Connecting Classrooms, Digital Media, and Popular Culture features a variety of digital tools for humanizing pedagogy. The contributors of these chapters - educators, consultants, and researchers who span two continents - focus on ways to incorporate and use the digital literacies that young people bring to school.
New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes.
From Digital to Analog delves into the origins of digitization and its effects on contemporary culture. The book challenges the "common sense" assertion that digitization is just another step in the evolution of the culture of the editorial, film and recorded music industries and their enforcement of copyright laws.
This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum.
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
This book is a field guide on how to implement game-based learning and "gamification" techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.
Moving Ideas expands our capacity to understand the embodied dimensions of learning and stretches our repertoires for more artfully describing them. This collection examines the strategic layering across semiotic modes, challenging educators and researchers to revisit many of our most elemental assumptions about communication, learning, and development.
Through analysis of this "how-to" literature, Designing Online Communities explores the discourse of design and configuration that partially structures online communities and later social networks.
Initially, the group was informal, a family that wanted to hang out and have fun. Before joining, each player had been recognized as expert in the game; within the group they had to adapt their expertise for the new joint task and align themselves to new group goals. This title documents, a group of players in the online game World of Warcraft.
Moving Ideas expands our capacity to understand the embodied dimensions of learning and stretches our repertoires for more artfully describing them. This collection examines the strategic layering across semiotic modes, challenging educators and researchers to revisit many of our most elemental assumptions about communication, learning, and development.
This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum.
The contributors to this edited volume examine the simultaneous implementation of critical and digital literacies and explore ramifications for the development and assessment of critical digital literacies (CDL) curricula across educational contexts. The essays in this volume present a balance between current issues and promising future opportunities and directions.
Examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. This book contains multiple perspectives and presents ideas, approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios.
This book explores the importance of the adoption of digital technologies by contemporary education systems. Partly a synthesis of findings from projects carried out in Norway by the author over the past 15 years, the data have been extended to raise key questions about the effectiveness of current education strategies for the Facebook and YouTube generation.
Children's Virtual Play Worlds: Culture, Learning, and Participation provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly perspectives, exploring key concerns and issues which have come to the forefront.
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