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  • - The Role of Games and Social Media in Higher Education
     
    378,-

    Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

  • Spar 10%
    - Gamification, Gameful Design, and the Rise of the Gamer Educator
    av Kevin (Pro Vice-Chancellor (Digital Futures) Bell
    446,-

    Bell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.

  • Spar 10%
    - Online Literacy and Educational Opportunity
     
    496,-

    Tierney, S. Craig Watkins

  • - The Student Experience
    av George Veletsianos
    378,-

    Writing in an evocative, accessible, and concise manner, Veletsianos concretely demonstrates why it is so important to pay closer attention to the stories of students-who may have instructive and insightful ideas about the future of education.

  • - The Role of Games and Social Media in Higher Education
     
    554,-

    Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

  • av Joshua Kim & Edward J. Maloney
    498,-

    Ultimately, the authors make a compelling case not only for this turn to learning but for creating new pathways for nonfaculty learning careers, understanding the limits of professional organizations and social media, and the need to establish this new interdisciplinary field of learning innovation.

  • - A Guide to Theory, Research, and Practice
    av Claire Howell (University of Alabama) Major
    376 - 722,-

    Faculty members, researchers, instructional designers, students, administrators, and policy makers who engage with online learning will find this book an invaluable resource.

  • - How Playing Games Can Solve Problems, Create Insight, and Make Change
    av Karen (Assistant Professor Schrier
    441,-

    This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

  • - Education, Media, and How We Learn
    av Bill Ferster
    416,-

    Accessibly written and full of explanatory art, Sage on the Screen offers fresh insight into the current and future uses of instructional technology, from K-12 through non-institutionally-based learning.

  • - Learning from the Intersection of Education and Technology
    av Bill Ferster
    441,-

    Teaching Machines provides invaluable new insight into our current debate over the efficacy of educational technology.

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