Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1527594246
Total Pages : 212 pages
Book Rating : 4.5/5 (275 download)

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Book Synopsis Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom by : Annalisa Raffone

Download or read book Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom written by Annalisa Raffone and published by Cambridge Scholars Publishing. This book was released on 2023-03-28 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.

Game On

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Publisher : Solution Tree Press
ISBN 13 : 1936763982
Total Pages : 160 pages
Book Rating : 4.9/5 (367 download)

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Book Synopsis Game On by : Ryan L. Schaaf

Download or read book Game On written by Ryan L. Schaaf and published by Solution Tree Press. This book was released on 2016-10-25 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Making School a Game Worth Playing

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Publisher : Corwin Press
ISBN 13 : 1483375137
Total Pages : 205 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis Making School a Game Worth Playing by : Ryan Schaaf

Download or read book Making School a Game Worth Playing written by Ryan Schaaf and published by Corwin Press. This book was released on 2014-06-05 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Digital Storytelling in the Classroom

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Publisher : Corwin Press
ISBN 13 : 1452277435
Total Pages : 304 pages
Book Rating : 4.4/5 (522 download)

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Book Synopsis Digital Storytelling in the Classroom by : Jason B. Ohler

Download or read book Digital Storytelling in the Classroom written by Jason B. Ohler and published by Corwin Press. This book was released on 2013-03-26 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: A must-read for incorporating digital literacy into your classroom! Equip your students with essential 21st-century media literacy skills, as they read, write, speak, and create art within the context of digital storytelling, and reach deeper understandings in all areas of the curriculum! In this second edition, both novice and technologically adept K-12 educators will find: Practical techniques to combine storytelling with curriculum content Tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art Visual aids and video clips that illustrate best practices in media composition

Computer Games in the EFL Classroom

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Author :
Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954890682
Total Pages : 125 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2013-05-23 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Computer Games in the EFL Classroom

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Author :
Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954895684
Total Pages : 122 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2014-02-01 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

The 21st Century Classroom-Digital Storytelling

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Author :
Publisher : Monica Sevilla
ISBN 13 :
Total Pages : 29 pages
Book Rating : 4./5 ( download)

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Book Synopsis The 21st Century Classroom-Digital Storytelling by :

Download or read book The 21st Century Classroom-Digital Storytelling written by and published by Monica Sevilla. This book was released on with total page 29 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Digital Storytelling

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Author :
Publisher : Lulu.com
ISBN 13 : 1430300922
Total Pages : 110 pages
Book Rating : 4.4/5 (33 download)

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Book Synopsis Digital Storytelling by : Kay Teehan

Download or read book Digital Storytelling written by Kay Teehan and published by Lulu.com. This book was released on 2006 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Storytelling is a tool that was created to integrate the newest technology in the classroom. It has proven to be a powerful tool indeed. It is said that the reason for its power lies with the type of students we teach each day in our schools. Students today are multi-taskers, creative, and visual learners. They have grown up in a world of multimedia and respond to audio-visual in positive ways. Given the opportunity to tell their stories using digital storytelling models, they are transformed into self-motivated information consumers. Our job, as educators, becomes one of utilizing their natural gravitation to technology to fit our purposes of teaching state and national standards.

Telling Stories Differently

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Publisher : AFRICAN SUN MeDIA
ISBN 13 : 1920689850
Total Pages : 220 pages
Book Rating : 4.9/5 (26 download)

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Book Synopsis Telling Stories Differently by : Janet Condy

Download or read book Telling Stories Differently written by Janet Condy and published by AFRICAN SUN MeDIA. This book was released on 2015-09-01 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: ÿThe aim of this book is to share a relatively loose collection of studies using digital storytelling as a pedagogical tool in Cape Peninsula University of Technology (CPUT). The book takes an informed social justice approach to teaching and learning, at the heart of which is the exploration of DST as a practice of voice and agency. Voice and agency are important in excavating and recovering subjugated identities, and moving the concerns of those occupying subaltern spaces to the mainstream of teaching and learning. Yet this discursive shift is not without inherent challenges. Multi-modal technologies are reflective of wider inequities in the so-called technological divide. Whilst this is a book about higher education, there are important lessons for schooling. On the one hand, the book is a powerful demonstration of the potential of DST for enhancing learning in schools, particularly in schools serving the poor and marginalised. On the other hand, improving teaching and learning in higher education, through the creative use of technology, is essential to overcome the learning challenges of those entering tertiary level institutions.

Story Circle

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Publisher : John Wiley & Sons
ISBN 13 : 1405180595
Total Pages : 340 pages
Book Rating : 4.4/5 (51 download)

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Book Synopsis Story Circle by : John Hartley

Download or read book Story Circle written by John Hartley and published by John Wiley & Sons. This book was released on 2009-04-27 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Story Circle is the first collection ever devoted to a comprehensive international study of the digital storytelling movement, exploring subjects of central importance on the emergent and ever-shifting digital landscape. Covers consumer-generated content, memory grids, the digital storytelling youth movement, participatory public history, audience reception, videoblogging and microdocumentary Pinpoints who is telling what stories where, on what terms, and what they look and sound like Explores the boundaries of digital storytelling from China and Brazil to Western Europe and Australia

Digital Storytelling for Educative Purposes

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Publisher : Springer Nature
ISBN 13 : 9811587272
Total Pages : 226 pages
Book Rating : 4.8/5 (115 download)

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Book Synopsis Digital Storytelling for Educative Purposes by : Phillip Alexander Towndrow

Download or read book Digital Storytelling for Educative Purposes written by Phillip Alexander Towndrow and published by Springer Nature. This book was released on 2020-11-28 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an exposition of a curriculum innovation within the complex yet fertile ground of school-based education in Singapore. Beyond straightforward descriptions and protocols, this book purposefully connects classroom practices with theories in a clear, uncomplicated way. The result provides a series of rationales for action, reflection and understanding that other publications in digital storytelling sometimes fail to cover or explain in sufficient detail. Broadly, these include digital multimodal authorship; teachers’ and students’ storytelling task design and assessment; the use of digital storytelling as a reflective and reflexive expression of teachers’ professionalism; and dialogism in classroom practice.

The New Digital Storytelling

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 0313387508
Total Pages : 296 pages
Book Rating : 4.3/5 (133 download)

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Book Synopsis The New Digital Storytelling by : Bryan Alexander

Download or read book The New Digital Storytelling written by Bryan Alexander and published by Bloomsbury Publishing USA. This book was released on 2011-04-07 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book surveys the many ways of telling stories with digital technology, including blogging, gaming, social media, podcasts, and Web video. Digital storytelling uses new media tools and platforms to tell stories. The second wave of digital storytelling started in the 1990s with the rise of popular video production, then progressed in the new century to encompass newer, social media technologies. The New Digital Storytelling: Creating Narratives with New Media is the first book that gathers these new, old, and emergent practices in one place, and provides a historical context for these methods. Author Bryan Alexander explains the modern expression of the ancient art of storytelling, weaving images, text, audio, video, and music together. Alexander draws upon the latest technologies, insights from the latest scholarship, and his own extensive experience to describe the narrative creation process with personal video, blogs, podcasts, digital imagery, multimedia games, social media, and augmented reality—all platforms that offer new pathways for creativity, interactivity, and self-expression.

Digital Pedagogies and the Transformation of Language Education

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Publisher : IGI Global
ISBN 13 : 1799867463
Total Pages : 343 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Digital Pedagogies and the Transformation of Language Education by : Montebello, Matthew

Download or read book Digital Pedagogies and the Transformation of Language Education written by Montebello, Matthew and published by IGI Global. This book was released on 2021-05-14 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: Education has undergone numerous radical changes as the digital era has transformed the way we as humans communicate, inform ourselves, purchase goods, and perform other mundane chores at home and at work. Social media is one of those phenomena that has affected not only society at large but has heavily influenced educational processes around the world. The demand for and availability of networked educational services have also increased, enabling online education to gain popularity and become an internationally accessible option. Furthermore, universities and other private higher educational institutions embrace digital technology and have adopted the new learning medium as they realize the prospects of having the world’s population as a potential source of revenue. A related phenomenon has been the proliferation of massive open online courses (MOOCs). These have changed the ways in which learners interact with educational institutions, professors, and with each other. At the same time, the upsurge in digital education has raised issues with language as online learners from all over the world and from a plethora of cultures and foreign languages have found themselves challenged to take full advantage and optimally benefit from the same educational media and resources that English-speaking counterparts have tapped into. Digital Pedagogies and the Transformation of Language Education will answer questions of how to optimize language learning in such a defining new era and what the educational, sociological, and technological dimensions of radical change are. The book will explore the different challenges and the multitude of opportunities that new and transformative pedagogies have enabled. Beyond teaching/learning practices being presented, this book also focuses on how learners will adjust to the technology and the readiness of practitioners to psychologically adjust to the changing and demanding media technology has unleashed. The chapters provide international experiences and perspectives on the impact of e-educational technologies on student experience, success, learning, and comprehension in the realm of language learning specifically. This book is essential for educational technologists, online instructional designers, education policymakers and administrators, curriculum developers, practitioners, stakeholders, researchers, academicians, and students who are interested in digital language pedagogies.

The Instructional Value of Digital Storytelling

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Publisher : Routledge
ISBN 13 : 1135072744
Total Pages : 206 pages
Book Rating : 4.1/5 (35 download)

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Book Synopsis The Instructional Value of Digital Storytelling by : Patricia McGee

Download or read book The Instructional Value of Digital Storytelling written by Patricia McGee and published by Routledge. This book was released on 2014-12-17 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although storytelling has been recognized as an effective instructional strategy for some time, most educators are not informed about how to communicate a story that supports learning—particularly when using digital media. The Instructional Value of Digital Storytelling provides a broad overview of the concepts and traditions of storytelling and prepares professors, workplace trainers, and instructional designers to tell stories through 21st century media platforms, providing the skills critical to communication, lifelong learning, and professional success. Using clear and concise language, The Instructional Value of Digital Storytelling explains how and why storytelling can be used as a contemporary instructional method, particularly through social media, mobile technologies, and knowledge-based systems. Examples from different sectors and disciplines illustrate how and why effective digital stories are designed with learning theory in mind. Applications of storytelling in context are provided for diverse settings within higher education as well as both formal and informal adult learning contexts.

Digital Stories and Their Integration in Early Childhood and Primary Education

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Publisher : Nova Science Publishers
ISBN 13 : 9781536100013
Total Pages : 0 pages
Book Rating : 4.1/5 ( download)

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Book Synopsis Digital Stories and Their Integration in Early Childhood and Primary Education by : Jim Prentzas

Download or read book Digital Stories and Their Integration in Early Childhood and Primary Education written by Jim Prentzas and published by Nova Science Publishers. This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an edited collection of chapters regarding the integration of digital stories in the classroom, focusing on early childhood and primary education. Storytelling has always been an effective way of teaching all ranges of subjects at all educational levels, especially in early childhood and primary education. Digital storytelling combines the advantages of storytelling and digital tools. Digital stories attract the interest of students and provide them with motives to take part in learning activities in collaboration with their classmates and teachers. They have become a popular resource of Information and Communications Technology (ICT). Digital stories can be a valuable tool to educators. However, as is the case with many ICT resources, teachers need practical ideas about how to integrate them in teaching and learning. This book covers a gap in the international bibliography regarding digital storytelling. It discusses teaching scenarios that exploit digital stories in a wide range of subjects in early childhood and primary education. Subjects covered in teaching scenarios discussed in this book include language, time concepts, music, poetry, social tolerance in multicultural societies, mathematics, environmental issues, foreign language learning, healthy nutrition, mythology and geography. Such a diversity of issues concerning integration of digital stories in early childhood and primary education has not been dealt with in other published books until now. The discussed teaching scenarios involve two- and three-dimensional digital stories implemented with the visual programming tools Scratch and Alice. Scratch is implemented by the Massachusetts Institute of Technology (MIT) and enables the creation of two-dimensional multimedia applications. Alice is implemented by Carnegie Mellon and enables the creation of three-dimensional multimedia applications. Both of these tools are available at no charge and are popular in education throughout the world. The created digital stories have been combined with self-assessment e-activities created with JClic to provide further advantages to students. JClic is a free software tool implemented in Spain that enables the creation of interactive assessment activities addressed to early childhood and elementary education. The book is organised into three main parts and consists of ten chapters. The first part consists of two chapters discussing general background issues concerning storytelling, ICT and digital storytelling in education. The second part consists of four chapters discussing teaching scenarios involving early childhood education. The third part consists of four chapters discussing teaching scenarios regarding primary education.

The Routledge Handbook of Korean as a Second Language

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Publisher : Routledge
ISBN 13 : 100055189X
Total Pages : 759 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis The Routledge Handbook of Korean as a Second Language by : Andrew Sangpil Byon

Download or read book The Routledge Handbook of Korean as a Second Language written by Andrew Sangpil Byon and published by Routledge. This book was released on 2022-04-19 with total page 759 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Korean as a Second Language aims to define the field and to present the latest research in Korean as a second language (KSL). It comprises a detailed overview of the field of KSL teaching and learning, discusses its development, and captures critical cutting-edge research within its major subfields. As the first handbook of KSL published in English, this book will be of particular interest to advanced undergraduates, graduate students, language teachers, curriculum developers, and researchers in the fields of KSL and applied linguistics. While each chapter will be authored by internationally renowned scholars in its major subfields, the handbook aims to maintain accessibility so that it can also be of value to non-specialists.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.