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The implementation of technological tools in classroom settings provides significant enhancements to the learning process. When utilized properly, students can achieve better knowledge and understanding. Multiculturalism and Technology-Enhanced Language Learning is a critical source of research for the latest perspectives on the intersection of cross-cultural studies and technology in foreign language learning classrooms. Highlighting pertinent topics across a range of relevant coverage, such as mobile learning, game-based learning, and distance education, this book is ideally designed for educators, researchers, academics, linguists, and upper-level students interested in the latest innovations for language education.
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Information is now available almost instantaneously from multiple locations and diverse perspectives, through different tools and interoperable means, offering an onsite, online and mixed reality environment that facilitates learning more than ever before. Learning is a progression from knowledge acquisition, meaning and signification construction to transferable knowledge, signification, skills and competencies across fields and disciplines with local and global impact. The individual is free from space and time boundaries, flexible and interconnected and able to move without barriers within diverse teams and communities for personal or professional purposes. The 21st century Lifelong Learning program also involves the utilization of new methodologies as well as technologies to promote connectivity and intimacy; the environment needs to be useful and supportive for all. This collective construction of new knowledge, skills and competencies on a global, collective intelligence network, enables creative behaviors which influence everyone in close virtual or physical proximity. This book introduces a matrix of methods, tools and techniques referring to individual, team and wider social skills supporting the realization of one's dream. Individual, small team, social and community skills and actual competences, aided by the ever-present new and emerging technologies, enable and support every learner to expand and thrive on the Lifelong Learning life course.
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