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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, …
R898 Discovery Miles 8 980 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, …
R2,512 Discovery Miles 25 120 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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