Global Perspectives On Gameful And Playful Teaching And Learning

Author: Matthew Farber
Editor: Information Science Reference
ISBN: 1799820173
Size: 11,23 MB
Format: PDF, ePub, Mobi
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"This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"--

Handbook Of Research On Citizenship And Heritage Education

Author: Delgado-Algarra, Emilio José
Editor: IGI Global
ISBN: 1799819795
Size: 20,60 MB
Format: PDF, Docs
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Cultural competence in education promotes civic engagement among students. Providing students with educational opportunities to understand various cultural and political perspectives allows for higher cultural competence and a greater understanding of civic engagement for those students. The Handbook of Research on Citizenship and Heritage Education is a critical scholarly book that provides relevant and current research on citizenship and heritage education aimed at promoting active participation and the transformation of society. Readers will come to understand the role of heritage as a symbolic identity source that facilitates the understanding of the present and the past, highlighting the value of teaching. Additionally, it offers a source for the design of didactic proposals that promote active participation and the critical conservation of heritage. Featuring a range of topics such as educational policy, curriculum design, and political science, this book is ideal for educators, academicians, administrators, political scientists, policymakers, researchers, and students.

Enriching Teaching And Learning Environments With Contemporary Technologies

Author: Durnali, Mehmet
Editor: IGI Global
ISBN: 1799833852
Size: 10,28 MB
Format: PDF, ePub, Mobi
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Educational technologies have revolutionized the learning and teaching environments. Offline/online applications and social media have changed the conventional learning and teaching habits and competencies. In terms of learners, it has been empirically proven that the use of educational technologies in the classroom make learning easier and more enjoyable. On the other hand, it also poses threats to students such as cyberbullying and online addiction. While exploiting the opportunities of technological use in the classroom, educators must also remain vigilant and formulate ways to overcome the challenges and risks brought by technology. Enriching Teaching and Learning Environments With Contemporary Technologies is an essential research publication that aims to present exemplary practices of technology use and their management in pedagogical purposes in learning and teaching environments. The book also analyzes problems that may arise and develops policies on educational technologies and the exploitation of technology with pedagogical purposes as part of the discussion to solve these challenges. Featuring a wide range of topics such as augmented reality, mass media, and religious education, this book is ideal for educators who want to use technology in class, educational administrators who have responsibilities for developing policies on educational technologies and managing the use of them, and researchers who want to carry out a deep investigation into the subject. Additionally, educational software developers, academicians, instructional designers, curriculum developers, education professionals, and students will also benefit from the research contained within the book.

Handbook Of Research On Developing Engaging Online Courses

Author: Thornburg, Amy W.
Editor: IGI Global
ISBN: 179982134X
Size: 11,67 MB
Format: PDF, Docs
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Online instruction is rapidly expanding the way professors think about and plan instruction. In addition, online instructional practices are expanding and changing as new tools and strategies are adopted. It is imperative that programs and institutions of higher education explore increased online options that align with best practices to develop effective and engaging online courses. The Handbook of Research on Developing Engaging Online Courses is an essential research publication that provides multiple perspectives on improving student engagement and success in online courses. This book includes topics focused on the online learner, online course content, and effective online instruction. The content contained within the title is ideal for curriculum developers, instructional designers, IT consultants, deans, chairs, teachers, administrators, academicians, researchers, and students.

Uxd And Ucd Approaches For Accessible Education

Author: Mendoza-González, Ricardo
Editor: IGI Global
ISBN: 179982327X
Size: 18,29 MB
Format: PDF, Docs
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It is widely agreed throughout the world that education and access to education are human rights. In order to accommodate the educational needs of people globally, technology will be required that supports inclusion and promotes equity for both learning processes and governance in educational institutions. In order to achieve this, technological resources must be designed to be accessible and usable for all individuals by implementing user-centered design (UCD) and user experience design (UXD) processes. UXD and UCD Approaches for Accessible Education is an academic research publication that explores thoughts and experiences on accessible and equitable education from perspectives on human-computer interaction, user research, and design thinking. It seeks to improve the understanding on how technology should be designed to truly contribute to and support accessibility and equity in education. Featuring a wide range of topics such as online courses, inclusive education, and virtual reality, this publication is essential for academicians, curriculum designers, researchers, instructional designers, educational software developers, IT consultants, policymakers, administrators, and students.

Maori Geschichten

Author: Maria von der Ahé
Editor:
ISBN: 9783861421283
Size: 20,26 MB
Format: PDF, Docs
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The Gameful World

Author: Steffen P. Walz
Editor: MIT Press
ISBN: 026202800X
Size: 13,11 MB
Format: PDF, Docs
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What if every part of our everyday life was turned into a game? The implications of "gamification."