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Bruno, Laura E. – Journal of Physical Education, Recreation & Dance, 2018
As physical education teachers, it is important to remain current with trends and continue to add fresh, innovative ideas to our lessons. This responsibility means that educators must continue to seek ways to better understand students and encourage a physically active lifestyle. This article provides strategies for embracing technology and the…
Descriptors: Popular Culture, Physical Education, Computer Games, Handheld Devices
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Rosa, Joao J.; Rosa, Ricardo D. – Peter Lang New York, 2011
Supported by critical theoretical frameworks, this book is a purposeful engagement with bodies of knowledge rooted in popular culture, yet routinely excluded from "common sense" visions of curriculum. Aimed at teachers as well as teacher-educators, the book examines areas such as Disney, African American stand-up comedy, intersections of…
Descriptors: Popular Culture, Video Games, Democracy, Educational Environment
Biamonte, Nicole, Ed. – Scarecrow Press, 2010
Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and…
Descriptors: Music, Popular Culture, Video Games, Familiarity
Adams, Megan Glover – English Journal, 2009
Cross-age tutoring, in which older and younger students work together to improve their ELA skills, is not a new concept; Linda D. Labbo and William H. Teale explored it as a tool for poor readers as early as 1990. The author has found that using tutoring with video games also works well. Students have the opportunity to read aloud collaboratively…
Descriptors: Popular Culture, Video Games, Adolescents, Cross Age Teaching
Hong Xu, Shelley; Sawyer Perkins, Rachael; Zunich, Lark O. – International Reading Association (NJ3), 2005
Incorporating popular culture texts in the classroom can motivate students--particularly reluctant or struggling readers. This resource gives the reader everything they need to use television, movies, video games, music, magazines, and other media to enhance students' literacy learning. The reader will find a balance of research, theory, and…
Descriptors: Video Games, Literacy, Popular Culture, Reading Problems