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Digital Storytelling And Digital Gaming In The 21st Century Efl Classroom
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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.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1668437112 Total Pages :1971 pages Book Rating :4.6/5 (684 download)
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.
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.
Book Synopsis Cases on Digital Game-Based Learning: Methods, Models, and Strategies by : Baek, Youngkyun
Download or read book Cases on Digital Game-Based Learning: Methods, Models, and Strategies written by Baek, Youngkyun and published by IGI Global. This book was released on 2013-01-31 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
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.
Book Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun
Download or read book Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.
Book Synopsis Digital Game-Based Learning by : Marc Prensky
Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Book Synopsis Self-Regulation and the Common Core by : Marie C. White
Download or read book Self-Regulation and the Common Core written by Marie C. White and published by Routledge. This book was released on 2015-03-27 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Common Core State Standards for English Language Arts created new challenges for teachers and pre-service instructors. Self-regulated learning, using one’s thoughts, feelings, and behaviors to reach goals, can help students become independent, self-directed learners. This book provides educators the support they need to apply the principles of self-regulated learning in their teaching for success with the Common Core. In this book, Marie C. White and Maria K. DiBenedetto present information on how to apply academic self-regulation by integrating two models: one which addresses how students develop self-regulatory competence, the other which focuses on the various processes within the three phases of self-regulated learning. In addition, Self-Regulation and the Common Core provides specific lesson plans for grades K-12, using the standards and the integrated framework to promote higher order thinking and problem-solving activities.
Book Synopsis New Literacies: Everyday Practices and Social Learning by : Colin Lankshear
Download or read book New Literacies: Everyday Practices and Social Learning written by Colin Lankshear and published by McGraw-Hill Education (UK). This book was released on 2011-07-16 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Like a compass guiding you to what’s important and why in this rapidly evolving field, this new edition is utterly stimulating but also thoughtful and measured.” Daniel Cassany, Literacy Researcher and Teacher, Universitat Pompeu Fabra, Barcelona, Spain "Essential reading for those interested in new and emerging literacy practices, New Literacies maps the contours of on- and off-line participation and how it is transforming learning and communication. This book provides the necessary theoretical background and illustration of practice for a radical re-appraisal of how we think about literacy and literacy education." Guy Merchant, Professor of Literacy in Education,Faculty of Development and Society, Sheffield Hallam University The new edition of this popular book takes a fresh look at what it means to think of literacies as social practices. The book explores what is distinctively 'new' within a range of currently popular everyday ways of generating, communicating and negotiating meanings. Revised, updated and significantly reconceptualised throughout, the book includes: Closer analysis of new literacies in terms of active collaboration A timely discussion of using wikis and other collaborative online writing resources Updated and expanded accounts of digital remix and blogging practices An explanation of social learning and collaborative platforms for social learning A fresh focus on online social networking A new batch of discussion questions and stimulus activities The importance of social learning for becoming proficient in many new literacy practices, and the significance of new media for expanding the reach and potential of social learning are discussed in the final part of the book. New Literacies 3/e concludes by describing empirical cases of social learning approaches mediated by collaborative learning platforms. This book is essential reading for students and academics within literacy studies, cultural or communication studies and education.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1522534180 Total Pages :2389 pages Book Rating :4.5/5 (225 download)
Book Synopsis Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources
Download or read book Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2017-08-30 with total page 2389 pages. Available in PDF, EPUB and Kindle. Book excerpt: People currently live in a digital age in which technology is now a ubiquitous part of society. It has become imperative to develop and maintain a comprehensive understanding of emerging innovations and technologies. Information and Technology Literacy: Concepts, Methodologies, Tools, and Applications is an authoritative reference source for the latest scholarly research on techniques, trends, and opportunities within the areas of digital literacy. Highlighting a wide range of topics and concepts such as social media, professional development, and educational applications, this multi-volume book is ideally designed for academics, technology developers, researchers, students, practitioners, and professionals interested in the importance of understanding technological innovations.
Book Synopsis Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy by : Francesca Helm
Download or read book Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy written by Francesca Helm and published by Research-publishing.net. This book was released on 2015-12-02 with total page 598 pages. Available in PDF, EPUB and Kindle. Book excerpt: The theme of the conference this year was Critical CALL, drawing inspiration from the work carried out in the broader field of Critical Applied Linguistics. The term ‘critical’ has many possible interpretations, and as Pennycook (2001) outlines, has many concerns. It was from these that we decided on the conference theme, in particular the notion that we should question the assumptions that lie at the basis of our praxis, ideas that have become ‘naturalized’ and are not called into question. Over 200 presentations were delivered in 68 different sessions, both in English and Italian, on topics related specifically to the theme and also more general CALL topics. 94 of these were submitted as extended papers and appear in this volume of proceedings.
Book Synopsis Video Games and Learning by : Kurt Squire
Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Book Synopsis Bringing the Outside in by : Sara B. Kajder
Download or read book Bringing the Outside in written by Sara B. Kajder and published by Stenhouse Publishers. This book was released on 2006 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: The reading that we value in school is becoming further and further distanced from the literacy students experience in their outside lives. Inside the classroom, we ask our students to immerse themselves in print texts and write purposefully. Once out the door, they are text-messaging, blogging, engaging in online multi-player games, and expertly integrating words, images, and music to create original texts. Can we import these textual spaces and literacies into English class to help re-connect students who don't see themselves as readers and writers? English educator Sara Kajder's answer is an emphatic "yes," and in Bringing the Outside In she demonstrates myriad ways to employ students' outside talents in the classroom. Drawing on multiple examples of student work, she shows how she adapts the curriculum to incorporate an expanded definition of literacy and literacy tools. Sara offers teachers guidance on how to extend their repertoire of teaching strategies, and help kids connect their natural curiosity and skills as readers and writers of both print and electronic texts, while keeping reading and writing at the center of the curriculum. Keying in on the visual aspects of literacy, and building upon students' growing interest in using words and images from their lives to read and write for authentic reasons and authentic audiences--integrating such strategies as digital storytelling, visual think-alouds, visual literature circles, and others into English class--Sara and her kids redefine what it means to be literate in today's world. By adding visual components to class activities and projects integrating tools ranging from pencils and paper to "weblogs" and "wikis," even reluctant students can become engaged and see themselves as readers and writers for the first time.
Book Synopsis Multilingual Digital Storytelling by : Jim Anderson
Download or read book Multilingual Digital Storytelling written by Jim Anderson and published by Routledge. This book was released on 2016-03-02 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classrooms are increasingly multicultural in their social composition, and students are increasingly connected, through digital media, to local and global networks. However, pedagogy has failed to take full advantage of the opportunities these resources represent. Multilingual Digital Storytelling draws attention to the interfaces between learner engagement, creativity and critical digital literacy, as well as addressing the multilingual within the multiliteracies framework. Addressing a significant gap in the field of multiliteracies by focusing on multilingualism, this book explores new digital spaces for language learning and methods of extending understandings of youth literacy in an increasingly interconnected world. Drawing on innovative and multi-site research projects based in mainstream and community schools in London and overseas, this book discusses how young people become engaged creatively and critically with literacy by demonstrating how digital storytelling can be used as a tool for language development. The book begins by considering linguistic, cultural, cognitive and social dimensions of language learning from a theoretical perspective, whilst the second part focuses on practical case studies that reflect and illustrate these theoretical principles. Offering a powerful new perspective on multiliteracies pedagogy, Multilingual Digital Storytelling will appeal to researchers and academics in the fields of education, applied linguistics, sociology and youth and community studies. It will also be an invaluable resource for teachers, teacher educators, curriculum planners and policymakers.
Book Synopsis Literacy and Education by : Kate Pahl
Download or read book Literacy and Education written by Kate Pahl and published by Paul Chapman Educational Publishing. This book was released on 2005 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'If we take the book Literacy and Education: Understanding New Literacy Studies in the Classroom seriously, it may help us teachers in training, teachers in the field, teaching theorists and researchers to learn more about ourselves and our teaching.' Journal of Early Childhood Literacy ' the best introduction to the theory and practice of New Literacy Studies available today for teachers, though policy-makers and researchers should also read it' - James Paul Gee, University of Wisconsin-Madison 'This long awaited, accessible text shows how key research strands into the nature of contemporary literacy can reinvigorate classroom practice. Technological advances have transformed literacy practices in all spheres of learners lives and Pahl and Rowsell show through real examples, how pedagogical practice can accommodate these developments. This is a must for all those involved in all levels of literacy education' - Dr Julia Davies, Deputy Head of the School of Education, The University of Sheffield. Literacy and Education: Understanding the New Literacy Studies in the Classroom is a practical guide to applying New Literacy Studies in primary, secondary and family literacy contexts. It represents a comprehensive look at how to rethink, redefine, and redesign language in the classroom to meet contemporary needs and skills of students based on current literacy research, theory and practice. Each chapter profiles key themes within New Literacy Studies including: literacy and identity; multimodality and multiliteracies, bridging home-school literacy practices, and literacy and globalization. The book follows an accessible format with multiple activities in each chapter, theory boxes highlighting seminal research and theory; suggestions for classroom design and planning ideas; and New Literacy Studies assessment framework; and vignettes of New Literacy Studies and Multiliteracies classrooms in Britain and Canada, as well as a comprehensive glossary of terms. Literacy and Education: Understanding the New Literacy Studies in the Classroom brings research and practice together and is a valuable resource for teachers-in-training, practising teachers, and students studying literacy education at the graduate level. Allan Luke Dean, Centre for Research in Pedagogy and Practice, Singapore, prefaces the book with a look to the international importance of understanding and implementing New Literacy Studies in pedagogy and practice Jim Cummins Professor, OISE/University of Toronto, concludes the book with an eye to local settings and the necessity for us to accommodate the diverse literacy needs of students and clearly illustrates how New Literacy Studies fills such a niche.
Book Synopsis Stealth Assessment by : Valerie Jean Shute
Download or read book Stealth Assessment written by Valerie Jean Shute and published by MIT Press. This book was released on 2013 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
Book Synopsis Teaching and Learning in Digital World by : Mercè Gisbert
Download or read book Teaching and Learning in Digital World written by Mercè Gisbert and published by PUBLICACIONS UNIVERSITAT ROVIRA I VIRGILI. This book was released on 2015-06-11 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many reports over the last few years have analysed the potential use of games, videogames, 3D environments and virtual reality for educational purposes. Numerous emerging technological devices have also appeared that will play important roles in the development of teaching and learning processes. In the context of these developments, learning rather than teaching becomes the main axis in the organisation of the educational process. This process has now gone beyond the analogue world and face-toface education to enter the digital world, where new learning environments are being produced with ever greater doses of realism. Teaching and Learning in Digital Worlds examines the teaching and learning process in 3D virtual environments from both the theoretical and practical points of view.