Can an algorithm edit a journal? Can a library exist without books? Can students build and manage their own learning management platforms? Can a conference be held without a program? Can Twitter replace a scholarly society?
Table of Contents: TE What is Biology? TE The Chemistry of Life TE Cellular Structure and Function
This book is an important signpost on an evolutionary—and revolutionary—pathway from a typographic to post-typographic world. Not that this book is needed to confirm the obvious: everyday literacy is well on its way to being predominantly digital. Any threshold of reasonable doubt about that outcome has already been crossed.
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames.
Math education in the U.S. cannot be made worse. The most closely watched international test of student achievement in mathematics, PISA (Program for International Student Assessment), shows that there isn't a single country the U.S. competes with, in any meaningful way, where students perform worse in math than our own. This situation is not new.
This book is built around a set of teacher interviews that describe the practices and perceptions of educators as they are adopting, modifying, and building learning environments that integrate Minecraft. They see Minecraft as an essential learning tool in both formal and informal learning environments.
This handbook has been developed in the context of the ProActiveEU Life-Long Learning project, which fosters creative teaching practices through the use of educational games (a.k.a. Game-Based Learning or just GBL). The project aims to create learning contexts where teachers from different educational levels apply creativity in designing their own GBL scenarios using authoring tools, similar to other visual applications that are used to create educational content. The educational value of the games is enhanced by the integration of different learning metaphors in their design.
On behalf of my co-editors and our authors, thank you for joining us in our explorations of the space of Mobile Media Learning (MML). The bulk of this book consists of reports from the mobile frontier: students, educators, and researchers who have explored many educational contexts by inventing with mobile technologies.
With Grand Theft Education: Literacy in the Age of Video Games gracing the cover of Harper’s September 2006 magazine, video games and education, once the quirky interest of a few rogue educational technologists and literacy scholars, reached broader public awareness.
On behalf of my co-editors and our authors, thank you for joining us in our explorations of the space of Mobile Media Learning (MML). The bulk of this book consists of reports from the mobile frontier: students, educators, and researchers who have explored many educational contexts by inventing with mobile technologies.
"Making visible..." is an account of pedagogical practices and experiences carried out for over more than five years with the educational community at "Indira Gandhi" school (N°11 D.E.10 in the City of Buenos Aires) in which the children, staff, families and external support teams and institutions, with whom we built various projects, actively participated.
I am thrilled to introduce this brand new book series, Learning, Education and Games, which examines the latest research and design techniques for creating and using games for learning. This is the first book in a two-book series, which was written, edited, and reviewed by members of the Learning, Education and Games (LEG) Special Interest Group (SIG), a subset of the International Game Developers Association (IGDA).
How do schools and other organizations create a successful, informal science education program? Perhaps a program is already in place, but there’s a need or a desire to add a science element. Or, maybe your institution, or organization is planning an outreach program, playing to its strength in environmental, robotics, computational, or genetics instruction.