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Serious Play is a comprehensive account of the possibilities and
challenges of teaching and learning with digital games in primary
and secondary schools. Based on an original research project, the
book explores digital games' capacity to engage and challenge,
present complex representations and experiences, foster
collaborative and deep learning and enable curricula that connect
with young people today. These exciting approaches illuminate the
role of context in gameplay as well as the links between digital
culture, gameplay and identity in learners' lives, and are
applicable to research and practice at the leading edge of
curriculum and literacy development.
Secret Lives of Children in the Digital Age: Disruptive Devices and
Resourceful Learners offers an examination of the impact on
children, their families and their teachers, as digital
technologies and new literacy practices have rapidly transformed
how children learn, play and communicate. While ease of access to
enormous knowledge bases presents many benefits and advantages,
mobile screen technologies are often perceived by parents and
teachers as disruptive and worrisome. Developed from a wide range
of the authors' research over the past decade to an examination of
remote learning during the COVID 19 pandemic, this book posits that
while teachers, parents and governments are focused on protecting
children, what is often neglected is children's own agency and
capacity to engage with mobile technologies in ways that support
them in pursuing their own interests, pleasures and learning. This
text works to disrupt boundaries in research, policy and practice,
between home and school, and across virtual and actual worlds,
positioning children as both users of media texts and coproducers
of digitally mediated knowledge, with peers, family and teachers.
Secret Lives of Children in the Digital Age contributes to research
on digital literacies, and offers a pedagogical examination of
digital possibilities for bringing playfulness and innovation into
learning.
Serious Play is a comprehensive account of the possibilities and
challenges of teaching and learning with digital games in primary
and secondary schools. Based on an original research project, the
book explores digital games' capacity to engage and challenge,
present complex representations and experiences, foster
collaborative and deep learning and enable curricula that connect
with young people today. These exciting approaches illuminate the
role of context in gameplay as well as the links between digital
culture, gameplay and identity in learners' lives, and are
applicable to research and practice at the leading edge of
curriculum and literacy development.
How do we help students make sense of our increasingly-complex
digital world? The 3rd edition of this classic text shows teachers
how to empower students with the skills they need to ask critical
and reflective questions about the overwhelming amount of
information around them. It shows teachers how to challenge
students to assume a deeper ownership of their learning, ask
questions that are important to them, and care about the answers.
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