Описание: This book illustrates the developments of task-based language teaching (TBLT) approaches in relation to the evolution of digital technologies. It highlights how technology-mediated TBLT principles can support English as a Foreign Language (EFL) learning and contribute to understanding new classroom dynamics. Drawing from the key theoretical concepts of TBLT, the author discusses the integration of tasks and technologies from a secondary education perspective, which is often under-represented in the TBLT literature. Morgana looks at how the EFL secondary classroom has been recently re-conceptualised as a social place whose boundaries go far behind the traditional school settings. This book provides theoretical approaches and classroom implementation practices by presenting four case studies on the different L2 skills (reading, writing, listening and speaking).The volume is organised into two main sections. The first section focuses on the theoretical approaches to TBLT and highlights the key concepts behind this methodology. This section also looks at the recent development of a technology-mediated TBLT framework and its implementations in various EFL educational contexts. The second section presents four case studies of secondary-school EFL learners in Italy. Each case study focuses on a different language skill, providing examples of classroom practices in both blended and online learning settings. Pedagogical recommendations for teachers are provided at the end of each case study. The book adopts a multimodal approach and aims at providing scholars in applied linguistics and TBLT practitioners with theories and implementation practices to understand the ways technologies are shaping tasks and mediating students’ learning processes.
Автор: Dickey Michele D. Название: Aesthetics and Design for Game-Based Learning ISBN: 041572094X ISBN-13(EAN): 9780415720946 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning.
Описание: This book gathers the best papers presented at the third conference held by the Russian chapter of the Association for Information Systems (AIS), which took place in December 2021.
Автор: Zhang Название: Assessing Literacy in a Digital World ISBN: 9811957142 ISBN-13(EAN): 9789811957147 Издательство: Springer Рейтинг: Цена: 18167.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book illustrates the latest developments in literacy and language assessment in the digital context, and subsequently presents a rigorous validation study on a newly proposed form of assessment (scenario-based assessment, SBA) that seeks to respond to the contextual change of literacy activities. It combines theories and innovative practices in both the literacy and language assessment sectors. The empirical validation study on SBA, presented here, can help readers understand how digital scenarios can be realized in assessment practices with the aid of computer technology, and how the scenario settings in the digital context can affect EFL learners’ reading-to-writing performance. In this way, it can facilitate the reconceptualization of L2 literacy in the digital context. Moreover, the evidence and critical examination presented here can offer readers more comprehensive insights into the value or validity of a given innovative approach before it is adopted in their contexts.
Автор: Phiri, Millie Mayiziveyi (university Of Johannesburg, South Africa; Internews South Africa) Название: Gender-based violence and digital media in south africa ISBN: 1032186887 ISBN-13(EAN): 9781032186887 Издательство: Taylor&Francis Рейтинг: Цена: 7961.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Yam San Chee Название: Games-To-Teach or Games-To-Learn ISBN: 9812875174 ISBN-13(EAN): 9789812875174 Издательство: Springer Рейтинг: Цена: 16979.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Games-To-Teach or Games-To-Learn
Автор: Farber, Matthew Название: Game-based learning in action ISBN: 1433144743 ISBN-13(EAN): 9781433144745 Издательство: Peter Lang Рейтинг: Цена: 9364.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber’s Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators—known as "The Tribe"—teaches with games. They are transformational leaders outside the classroom, in communities of practice. They mentor and lead newcomers to game-based learning, as well as advise game developers, academics, and policymakers.
Teachers in "The Tribe" do not teach in isolation—they share, support, and mentor each other in a community of practice. Farber shares his findings about the social practices of these educators. Game-Based Learning in Action details how the classrooms of expert game-based learning teachers function, from how they rollout games to how they assess learning outcomes.
There are plenty of lessons to be learned from the best practices of expert educators. These teachers use games to provide a shared meaningful experience for students. Games are often the focal point of instruction. Featuring a foreword from James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies, and Regents’ Professor), this book comments on promises and challenges of game-based learning in twenty-first century classrooms. If you are looking to innovate your classroom with playful and gameful learning practices, then Game-Based Learning in Action is for you!
Автор: Dickey Michele D. Название: Aesthetics and Design for Game-Based Learning ISBN: 0415720966 ISBN-13(EAN): 9780415720960 Издательство: Taylor&Francis Рейтинг: Цена: 7654.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning.
Описание: How can you use the latest digital technology to create an environment in which people can learn European languages while performing a meaningful real-world task and experiencing the cultural aspect of learning to cook European dishes? This book explains how to do this from A to Z, covering how a real-world digital environment for language learning was designed, built and researched.
The project makes language learning motivational and fun by tapping into people's interest in both cooking and technology - you can learn a language while cooking and interacting with a speaking digital kitchen. The kitchens provide spoken instructions in the foreign language on how to prepare European cuisine. Digital sensors are inserted in or attached to all the kitchen equipment and ingredients, so the digital kitchen detects what learners are doing and gives them feedback. Learners are also able to communicate with the kitchens and can ask for help via photos and videos if they don't understand any foreign language words.
Based on two research grants, the book provides five research studies showing the learning experiences of users in five European countries. The book explains the principles and procedures involved in the project, enabling others to design and implement a real-world digital learning environment in the same way. It includes numerous photographs of the system in use and evidence of how and what 250 users actually learnt.
Автор: Farber, Matthew Название: Gamify your classroom ISBN: 1433135027 ISBN-13(EAN): 9781433135026 Издательство: Peter Lang Рейтинг: Цена: 9364.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from?USA Today’s?national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!
How can you use the latest digital technology to create an environment in which people can learn European languages while performing a meaningful real-world task and experiencing the cultural aspect of learning to cook European dishes? This book explains how to do this from A to Z, covering how a real-world digital environment for language learning was designed, built and researched.
The project makes language learning motivational and fun by tapping into people's interest in both cooking and technology - you can learn a language while cooking and interacting with a speaking digital kitchen. The kitchens provide spoken instructions in the foreign language on how to prepare European cuisine. Digital sensors are inserted in or attached to all the kitchen equipment and ingredients, so the digital kitchen detects what learners are doing and gives them feedback. Learners are also able to communicate with the kitchens and can ask for help via photos and videos if they don't understand any foreign language words.
Based on two research grants, the book provides five research studies showing the learning experiences of users in five European countries. The book explains the principles and procedures involved in the project, enabling others to design and implement a real-world digital learning environment in the same way. It includes numerous photographs of the system in use and evidence of how and what 250 users actually learnt.
Описание: The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings.
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