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Böcker i New Literacies and Digital Epistemologies-serien

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  • - Popular Culture and Reading and Writing Online
    av Bronwyn Williams
    430 - 1 196,-

  • - Professional Development and the Digital Turn
     
    2 006,-

    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.

  • - Connecting Classrooms, Digital Media, and Popular Culture - Revised edition
     
    460,-

    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.

  • - Professional Development and the Digital Turn
     
    460,-

    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.

  • - "Agrippa" and Other Hybrids in the Beginnings of Digital Culture
    av Agustin Berti
    516 - 2 006,-

    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.

  • - Dispatches From the World of E-Textiles and Education
     
    1 586,-

    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.

  • - Collected Essays on Video Games, Learning and Literacy, 2nd Edition
    av James Paul Gee
    436 - 1 126,-

    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.

  • - with Lyn Courtney, Carolyn Timms, and Jane Buschkens
    av Neil Anderson
    486 - 1 050,-

  • - A Field Guide to Game-Based Learning
    av Matthew Farber
    456 - 1 886,-

    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.

  • - Intersections and Challenges
     
    440,-

    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.

  • av Carey Jewitt
    486,-

  • - Literacy in the Lives of Urban Youth
     
    446,-

  • - How Designers, Developers, Community Managers, and Software Structure Discourse and Knowledge Production on the Web
    av Trevor Owens
    1 350,-

    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.

  • - The Life and Death of an Expert Player Group in "World of Warcraft"
    av Mark Chen
    506 - 1 850,-

    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.

  • av Rebecca W. Black
    386 - 1 020,-

  • - Identity and Literacy in the Digital Age
    av Angela Thomas
    440 - 936,-

  • - Game Design and Game Culture
    av Amy Scholder
    386,-

  • - Learning and Social Participation
    av Guy Merchant & Julia Davies
    526 - 936,-

  • - Multimodality and Embodied Learning in Communities and Schools
     
    1 946,-

    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.

  • - Multimodality and Embodied Learning in Communities and Schools
     
    410,-

    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.

  • - Dispatches From the World of E-Textiles and Education
     
    474,-

    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.

  • - Exploring the Future of Education with Video Games
     
    526,-

    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.

  • - Trajectories, Literacies, and Schooling
    av Ola Erstad
    460 - 2 006,-

    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.

  • - Culture, Learning, and Participation
     
    446,-

    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.

  • - Concepts, Policies and Practices
     
    446,-

  • - Design, Theory, and Data in Sociocultural Investigation
     
    1 340,-

    This book provides an expansive guide for designing and conducting robust qualitative research across a diverse range of purposes concerned with understanding new literacies in theory and in practice. It is based on the idea that one of the best ways of learning how to do good research is by following the approaches taken by excellent researchers.

  • - A Brazilian Perspective on Mindsets, Digital Practices and Tools for Social Action In and Out of School
     
    1 886,-

    The chapters in this book introduce an array of theoretical constructs from education, sociology, linguistics and media studies, while presenting a new inside perspective on new literacies research in Brazil. They provide a useful set of ideas, tools and analytical frameworks for researchers, teachers, and students concerned with technology-enhanced education and social inclusion.

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