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Thats Edutainment
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Book Synopsis That's Entertainment: My Life in The Jam by : Rick Buckler
Download or read book That's Entertainment: My Life in The Jam written by Rick Buckler and published by Omnibus Press. This book was released on 2015-05-11 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Edutainment written by Bryan D. Svencer and published by Createspace Independent Pub. This book was released on 2012-11-01 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt: EDUtainment [ed·u·tain·ment] (n): 1 the byproduct of simultaneously educating and entertaining a student 2 an entertaining incentive that occurs in an educational setting 3 a philosophy and/or way of thinking that merges entertainment and education EDUtainment, by teacher, Bryan D. Svencer, may be the answer for teachers looking to breathe new life into their classrooms. EDUtainment is a fun and cutting-edge teaching philosophy that showcases seventeen dynamic teaching strategies and tempting incentives paired with engaging memoirs and practical suggestions. With chapter titles like "Funkadelic Athletic Swag," "DiscoSnack," and "Karaoke Choreography," any reader is sure to be left EDUtained! It's a fresh, modern perspective on teaching in today's classroom.
Book Synopsis Edutainment Therapy by : Conroy B. Wilson
Download or read book Edutainment Therapy written by Conroy B. Wilson and published by AuthorHouse. This book was released on 2017-04-11 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: We believe that this book will have an extended lifespan, not on your bookshelf but in your workbag. It is an extremely useful tool, which can support social interventions, as well as school and community projects. We have used language that everyone should understand with the hope that the book will be useful to community activists with strong interest in using the empowerment and behaviour change strategies of Edutainment Therapy to explore various cultural approaches - theatre, music, dance and drama (the performing arts); behaviour change and communications strategies and to make an impact on individuals in various groups and communities. Anyone interested in social work or counselling may take up this book and, with serious application of the principles, ideas, techniques and practices, make a difference.
Download or read book Play at Work written by Adam L. Penenberg and published by Penguin. This book was released on 2013-10-03 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.
Download or read book Play = Learning written by Dorothy Singer and published by Oxford University Press. This book was released on 2006-08-24 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Play=Learning, top experts in child development and learning contend that in over-emphasizing academic achievement, our culture has forgotten about the importance of play for children's development.
Book Synopsis The Food Network Recipe by : Emily L. Newman
Download or read book The Food Network Recipe written by Emily L. Newman and published by McFarland. This book was released on 2021-04-07 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: When the Television Food Network launched in 1993, its programming was conceived as educational: it would teach people how to cook well, with side trips into the economics of food and healthy living. Today, however, the network is primarily known for splashy celebrity chefs and spirited competition shows. These new essays explore how the Food Network came to be known for consistently providing comforting programming that offers an escape from reality, where the storyline is just as important as the food that is being created. It dissects some of the biggest personalities that emerged from the Food Network itself, such as Guy Fieri, and offers a critical examination of a variety of chefs' feminisms and the complicated nature of success. Some writers posit that the Food Network is creating an engaging, important dialogue about modes of instruction and education, and others analyze how the Food Network presents locality and place through the sharing of food culture with the viewing public. This book will bring together these threads as it explores the rise, development, and unique adaptability of the Food Network.
Download or read book Newmedia written by and published by . This book was released on 1997 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis The Computer Revolution by : Benjamin B. Wells
Download or read book The Computer Revolution written by Benjamin B. Wells and published by Nova Publishers. This book was released on 1997 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: This timely book examines the computer revolution as it relates to each of its main areas of application. The author presents a well-honed analysis of the expectations and realisations of this extraordinary device. Revolutions seldom proceed according to a preset plan and the computer revolution is no exception. This book is essential reading for gaining an understanding of where they are now and where they may be expected to be tomorrow. Contents includes: Preface; Revolutionary Promises; The Quest for Machines that Think, Learn and Teach; Computers in the Classroom; Computers in the Classroom: Educators' Approaches; Computers and Intuition; The Romance of Computers; Educational Software; Computer Games; The Electronic Classroom; Computers for Research; Armageddon: The Year 2000; and Conclusions.
Book Synopsis Handbook of Research on Contemporary Storytelling Methods Across New Media and Disciplines by : Mih?e?, Lorena Clara
Download or read book Handbook of Research on Contemporary Storytelling Methods Across New Media and Disciplines written by Mih?e?, Lorena Clara and published by IGI Global. This book was released on 2021-01-15 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stories are everywhere around us, from the ads on TV or music video clips to the more sophisticated stories told by books or movies. Everything comes wrapped in a story, and the means employed to weave the narrative thread are just as important as the story itself. In this context, there is a need to understand the role storytelling plays in contemporary society, which has changed drastically in recent decades. Modern global society is no longer exclusively dominated by the time-tested narrative media such as literature or films because new media such as videogames or social platforms have changed the way we understand, create, and replicate stories. The Handbook of Research on Contemporary Storytelling Methods Across New Media and Disciplines is a comprehensive reference book that provides the relevant theoretical framework that concerns storytelling in modern society, as well as the newest and most varied analyses and case studies in the field. The chapters of this extensive volume follow the construction and interpretation of stories across a plethora of contemporary media and disciplines. By bringing together radical forms of storytelling in traditional disciplines and methods of telling stories across newer media, this book intersects themes that include interactive storytelling and narrative theory across advertisements, social media, and knowledge-sharing platforms, among others. It is targeted towards professionals, researchers, and students working or studying in the fields of narratology, literature, media studies, marketing and communication, anthropology, religion, or film studies. Moreover, for interested executives and entrepreneurs or prospective influencers, the chapters dedicated to marketing and social media may also provide insights into both the theoretical and the practical aspects of harnessing the power of storytelling in order to create a cohesive and impactful online image.
Book Synopsis The Thirties by : Mary Ellen Sterling
Download or read book The Thirties written by Mary Ellen Sterling and published by Teacher Created Resources. This book was released on 1996 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Intelligent Technologies for Interactive Entertainment by : Mark Maybury
Download or read book Intelligent Technologies for Interactive Entertainment written by Mark Maybury and published by Springer. This book was released on 2005-11-18 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005. Among the intelligent computational technologies covered are adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, cross domain user models, animation and virtual characters, holographic interfaces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humour, etc. The 21 revised full papers and 15 short papers presented together with 12 demonstration papers were carefully reviewed and selected from a total of 39 submissions. The papers cover a wide range of topics, including intelligent interactive games, intelligent music systems, interactive cinema, edutainment, interactive art, interactive museum guides, city and tourism explorers assistants, shopping assistants, interactive real TV, interactive social networks, interactive storytelling, personal diaries, websites and blogs, and comprehensive assisting environments for special populations (impaired, children, elderly).
Book Synopsis Conference proceedings. New perspectives in science education 7th edition by : Pixel
Download or read book Conference proceedings. New perspectives in science education 7th edition written by Pixel and published by libreriauniversitaria.it Edizioni. This book was released on 2018-03-19 with total page 710 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Designing for the Museum Visitor Experience by : Tiina Roppola
Download or read book Designing for the Museum Visitor Experience written by Tiina Roppola and published by Routledge. This book was released on 2013-03-05 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exhibition environments are enticingly complex spaces: as facilitators of experience; as free-choice learning contexts; as theaters of drama; as encyclopedic warehouses of cultural and natural heritage; as two-, three- and four-dimensional storytellers; as sites for self-actualizing leisure activity. But how much do we really know about the moment-by-moment transactions that comprise the intricate experiences of visitors? To strengthen the disciplinary knowledge base supporting exhibition design, we must understand more about what ‘goes on’ as people engage with the multifaceted communication environments that are contemporary exhibition spaces. The in-depth, visitor-centered research underlying this book offers nuanced understandings of the interface between visitors and exhibition environments. Analysis of visitors’ meaning-making accounts shows that the visitor experience is contingent upon four processes: framing, resonating, channeling, and broadening. These processes are distinct, yet mutually influencing. Together they offer an evidence-based conceptual framework for understanding visitors in exhibition spaces. Museum educators, designers, interpreters, curators, researchers, and evaluators will find this framework of value in both daily practice and future planning. Designing for the Museum Visitor Experience provides museum professionals and academics with a fresh vocabulary for understanding what goes on as visitors wander around exhibitions.
Book Synopsis Wondrous Difference by : Alison Griffiths
Download or read book Wondrous Difference written by Alison Griffiths and published by Columbia University Press. This book was released on 2002 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on the precursors and contexts of ethnographic film, this text depicts the dynamic visual culture of the period as it collided with the emerging discipline of anthropology and the new technology of motion pictures.
Book Synopsis Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by : Karen Schrier Shaenfeld
Download or read book Learning and Education Games: Volume Two: Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1522551999 Total Pages :690 pages Book Rating :4.5/5 (225 download)
Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources
Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
Book Synopsis Multimedia In Education: Adaptive Learning And Testing by : Irene Cheng
Download or read book Multimedia In Education: Adaptive Learning And Testing written by Irene Cheng and published by World Scientific. This book was released on 2010-08-19 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, we review many examples of multimedia item types for testing. We also outline how games can be used to test physics concepts — discuss designing chemistry item types with interactive graphics; study how culture-specific linguistics can help inner-city kids and new immigrants learn better; suggest approaches for automatically adjusting difficulty level in interactive graphics-based questions; and propose strategies for giving partial marks for incorrect answers. We also study how to test different cognitive skills, such as music, using multimedia interfaces and also evaluate the effectiveness of our model. Methods for estimating difficulty levels of mathematical item types using Item Response Theory (IRT) will be discussed. Examples of item shells for human computer interaction and cell phones will be shown.