Creating Media for Learning: Student-Centered Projects Across the Curriculum, Gliksman Sam
Автор: Beach Название: Using Apps for Learning Across the Curriculum ISBN: 1138782629 ISBN-13(EAN): 9781138782624 Издательство: Taylor&Francis Рейтинг: Цена: 24499.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book offers both a theoretical framework for considering app affordances and practical ways to use apps to build students` disciplinary literacies and to foster a wide range of literacy practices.
Автор: Beach Название: Using Apps for Learning Across the Curriculum ISBN: 1138782637 ISBN-13(EAN): 9781138782631 Издательство: Taylor&Francis Рейтинг: Цена: 7501.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book offers both a theoretical framework for considering app affordances and practical ways to use apps to build students` disciplinary literacies and to foster a wide range of literacy practices.
Описание: Although web-based technologies have greatly influenced our society, only recently has its impact affected educational practices. <br><br><em>Curriculum, Learning, and Teaching Advancements in Online Education</em> highlights the models and frameworks that have been effective in the development of online education into the classroom. By bringing together knowledge and experience, this book allows educational technologies to be evaluated in a more dynamic context. It is suitable for teachers, researchers, and academic experts interested in rethinking the fundamental processes of teaching and learning.
Автор: Frantiska, Jr., Ed.D. Название: Creating Reusable Learning Objects ISBN: 3319328883 ISBN-13(EAN): 9783319328881 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This brief examines and explores the reuse of learning objects to enhance students' learning experiences. The author details the difficulties of reusing learning objects, or the Reusability Paradox, and how to create more flexible learning objects. The brief also proposes a methodology to minimize limitations and therefore maximize a learning object's utility across a number of fields.
Автор: Romero Название: Game-Based Learning Across the Lifespan ISBN: 3319417959 ISBN-13(EAN): 9783319417950 Издательство: Springer Рейтинг: Цена: 13974.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Описание: Technology and Digital Media in the Early Years offers early childhood teacher educators, professional development providers, and early childhood educators in pre-service, in-service, and continuing education settings a thought-provoking guide to effective, appropriate, and intentional use of technology with young children.
Описание: This guide helps teachers integrate online with face-to-face instruction to personalize learning, increase engagement, and prepare students for exams without sacrificing class time.
Описание: This edited volume brings together a collection of innovative research and community customs about youths' practices in new media that are examined in diverse formal and informal learning environments. This book is designed to promote an understanding of
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