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Böcker i New Literacies and Digital Epistemologies-serien

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  • - A Field Guide to Game-Based Learning - Revised edition
    av Matthew Farber
    651

    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.

  • - Connecting Classrooms, Digital Media, and Popular Culture
     
    427

    Adolescents' Online Literacies

  • - Popular Culture and Reading and Writing Online
    av Bronwyn Williams
    431 - 1 197

  • - Professional Development and the Digital Turn
     
    2 007

    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
     
    461

    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
     
    461

    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
    517 - 2 007

    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
     
    1 587

    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
    437 - 1 127

    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
    487 - 1 051

  • - A Field Guide to Game-Based Learning
    av Matthew Farber
    457 - 1 887

    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.

  • - Multimodality and Embodied Learning in Communities and Schools
     
    401

    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.

  • av Carey Jewitt
    487

  • - Literacy in the Lives of Urban Youth
     
    405

  • - How Designers, Developers, Community Managers, and Software Structure Discourse and Knowledge Production on the Web
    av Trevor Owens
    1 351

    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
    507 - 1 851

    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
    377 - 1 021

  • - Identity and Literacy in the Digital Age
    av Angela Thomas
    441 - 937

  • - Game Design and Game Culture
    av Amy Scholder
    387

  • - Learning and Social Participation
    av Guy Merchant & Julia Davies
    527 - 937

  • - Multimodality and Embodied Learning in Communities and Schools
     
    1 947

    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
     
    471

    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.

  • - Intersections and Challenges
     
    411

    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.

  • - Exploring the Future of Education with Video Games
     
    527

    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
    461 - 2 007

    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
     
    447

    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
     
    447

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