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Virtual and Augmented Reality in English Language Arts Education (Paperback): Clarice M. Moran, Mary F. Rice Virtual and Augmented Reality in English Language Arts Education (Paperback)
Clarice M. Moran, Mary F. Rice; Contributions by Paige Jacobson, Christine Chang, Elisabeth Etopio, …
R884 Discovery Miles 8 840 Ships in 12 - 17 working days

New times. Expanded worlds. Emerging possibilities. In Using Virtual Reality in English Language Arts Education, authors from multiple institutions across the United States and abroad share practical insights for teaching English language arts with virtual and augmented realities. These chapters draw on multiple theories and ideas to share perspectives from practicing and prospective teachers, as well as young learners themselves, about how to use applications and tools to transform teaching and learning. Collectively, this book advances innovation for using virtual and augmented realities as educational, inclusive spaces for teaching English language arts and literacy subject matter while supporting learners in developing the mindset for creativity, innovation, and even emotional empathy.

Virtual and Augmented Reality in English Language Arts Education (Hardcover): Clarice M. Moran, Mary F. Rice Virtual and Augmented Reality in English Language Arts Education (Hardcover)
Clarice M. Moran, Mary F. Rice; Contributions by Paige Jacobson, Christine Chang, Elisabeth Etopio, …
R2,472 Discovery Miles 24 720 Ships in 12 - 17 working days

New times. Expanded worlds. Emerging possibilities. In Using Virtual Reality in English Language Arts Education, authors from multiple institutions across the United States and abroad share practical insights for teaching English language arts with virtual and augmented realities. These chapters draw on multiple theories and ideas to share perspectives from practicing and prospective teachers, as well as young learners themselves, about how to use applications and tools to transform teaching and learning. Collectively, this book advances innovation for using virtual and augmented realities as educational, inclusive spaces for teaching English language arts and literacy subject matter while supporting learners in developing the mindset for creativity, innovation, and even emotional empathy.

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