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Showing 1 to 15 of 59 results Save | Export
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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
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Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
Garcia, Antero, Ed.; Mirra, Nicole, Ed. – Teachers College Press, 2023
Can you imagine future learning environments devoid of the systemic inequities that stifle student learning opportunities and teacher decision-making in most classrooms today? This volume offers the necessary steps--playful, participatory, historically informed--that are required to forge a pathway from the present U.S. educational landscape to a…
Descriptors: Equal Education, Educational Change, Teacher Education, Student Diversity
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Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Kristin Lems; Tenena M. Soro; Gareth Charles – Guilford Press, 2024
Now in a revised and expanded third edition, this established course text and teacher guide explores the processes involved in second-language acquisition and translates the research into practical instructional strategies for PreK-12. Engaging classroom vignettes and personal reflections from the authors and other seasoned educators bring the…
Descriptors: Second Language Learning, Second Language Instruction, Multilingualism, Bilingual Students
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Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Willis, Judy; Willis, Malana – ASCD, 2020
Thanks to unprecedented advances in brain science, we know more about the brain today than ever before. But what does that science tell us about how we learn? How can we capture the power of neuroscience research so that it benefits our students? Judy Willis and Malana Willis answer these questions with clarity and insight, translating recent…
Descriptors: Learning Strategies, Neurosciences, Brain, Elementary Secondary Education
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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Carolin Fuchs, Editor; Mirjam Hauck, Editor; Melinda Dooly, Editor – Educational Linguistics, 2021
This book brings together contributions on learner autonomy from a myriad of contexts to advance our understanding of what autonomous language learning looks like with digital tools, and how this understanding is shaped by and can shape different socio-institutional, curricular, and instructional support. To this end, the individual contributions…
Descriptors: Personal Autonomy, Interaction, Second Language Learning, Educational Technology
Serafini, Frank, Ed.; Gee, Elisabeth, Ed. – Teachers College Press, 2017
Bringing together renowned scholars in literacy education, this volume offers the first comprehensive account of the evolution and future of multiliteracies pedagogy. This groundbreaking collection examines the rich contributions of the New London Group (NLG)--an international gathering of noted scholars who met in 1996 and influenced the…
Descriptors: Multiple Literacies, Literacy Education, International Organizations, Scholarship
Yasmin B. Kafai; Quinn Burke – MIT Press, 2016
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves.…
Descriptors: Video Games, Coding, Cooperation, Creativity
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Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Kayi-Aydar, Hayriye, Ed.; Reinhardt, Jonathon, Ed. – Language Learning & Language Teaching, 2022
This volume demonstrates how various methodologies and tools have been used to analyze the multidimensional, dynamic, and complex nature of identities and professional development of language teachers in digital contexts that have not been adequately examined before. It therefore offers new understandings and conceptualizations of language teacher…
Descriptors: Second Language Learning, Second Language Instruction, Language Teachers, Professional Identity
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Ryan, Carolyn S., Ed. – IntechOpen, 2017
Learning disabilities are conditions that are associated with difficulties in knowledge and skill acquisition to the level expected of same-age peers. The current book is an international examination of assessment methods, preventative measures, intervention, and research with those individuals with learning disabilities obtained from authors in…
Descriptors: Learning Disabilities, Foreign Countries, Classification, Identification
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