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Nurmukhamedov, Ulugbek, Ed.; Sadler, Randall, Ed. – TESOL Press, 2020
For young learners to adults, "New Ways in Teaching with Games" offers over 90 fresh activities -- each with video instruction -- that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume: (1) Introduces traditional, online, and commercial games and explains how they can be used to practice…
Descriptors: Teaching Methods, Learning Activities, Video Technology, Play
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
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Kurubacak, Gulsun, Ed.; Altinpulluk, Hakan, Ed. – IGI Global, 2017
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. "Mobile Technologies and Augmented Reality in Open Education" is a pivotal reference source for the latest academic research on the integration of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Elizabeth Losh – MIT Press, 2014
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each…
Descriptors: MOOCs, College Faculty, Learning Management Systems, Educational Technology
Shaffer, David Williamson – Palgrave Macmillan, 2008
This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…
Descriptors: Epistemology, Children, Computers, Games
Stocchetti, Matteo, Ed. – Peter Lang Publishing Group, 2014
This book is an invitation to informed and critical participation in the current debate on the role of digital technology in education and a comprehensive introduction to the most relevant issues in this debate. After an early wave of enthusiasm about the emancipative opportunities of the digital "revolution" in education, recent…
Descriptors: Educational Technology, Technology Uses in Education, Politics of Education, Educational Change
Guzzetti, Barbara; Elliot, Kate; Welsch, Diana – Teachers College Press, 2010
This book shows teachers how to bring students' Do-It-Yourself media practices into the classroom (Grades 6-12). In one accessible resource, the authors explain DIY media, identify their appealing features for content area instruction, and describe the literacy skills and strategies they promote. Chapters address: Adolescents' DIY Media as New…
Descriptors: Web Sites, Electronic Publishing, Music, Video Games
Vered, Karen Orr – Palgrave Macmillan, 2008
Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.
Descriptors: Foreign Countries, Ethnography, Media Literacy, Mass Media Use
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation