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Showing 1 - 6 of 6 matches in All Departments
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.
Digital devices, such as smart phones and tablet computers, are becoming commonplace in young children's lives for play, entertainment, learning and communication. Recently, there has been a great deal of focus on the educational potential of these devices in both formal and informal educational settings. There is now an abundance of educational 'apps' available to children, parents, and teachers, which claim to enhance children's early literacy and numeracy development, but to date, there has been very little formal investigation of the educational potential of these devices. This book discusses the impact on children's learning when iPads were introduced in three very different early years settings in Brisbane, Australia. It outlines how researchers worked with pre-school teachers and parents to explore how iPads can assist with letter and word recognition, the development of oral literacy and digital literacies and talk around play. Chapters consider the possibilities for using iPads for creativity and arts education through photography, storytelling, drawing, music creation and audio recording, and critically examine the literacies enabled by educational software available on iPads, and the relationship between digital play and literacy development. iPads in the Early Years provides exciting insights into children's digital culture and learning in the age of the iPad. It will be key reading for researchers, research students and teacher educators focusing on the early years, as well as those with an interest in the role of ICTS, and particularly tablet computers, in education.
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.
Digital devices, such as smart phones and tablet computers, are becoming commonplace in young children's lives for play, entertainment, learning and communication. Recently, there has been a great deal of focus on the educational potential of these devices in both formal and informal educational settings. There is now an abundance of educational 'apps' available to children, parents, and teachers, which claim to enhance children's early literacy and numeracy development, but to date, there has been very little formal investigation of the educational potential of these devices. This book discusses the impact on children's learning when iPads were introduced in three very different early years settings in Brisbane, Australia. It outlines how researchers worked with pre-school teachers and parents to explore how iPads can assist with letter and word recognition, the development of oral literacy and digital literacies and talk around play. Chapters consider the possibilities for using iPads for creativity and arts education through photography, storytelling, drawing, music creation and audio recording, and critically examine the literacies enabled by educational software available on iPads, and the relationship between digital play and literacy development. iPads in the Early Years provides exciting insights into children's digital culture and learning in the age of the iPad. It will be key reading for researchers, research students and teacher educators focusing on the early years, as well as those with an interest in the role of ICTS, and particularly tablet computers, in education.
Digital Participation through Social Living Labs connects two largely separate debates: On the one hand, high speed internet access and associated technologies are often heralded as a means to bring about not only connectivity, but also innovation, economic development, new jobs, and regional prosperity. On the other hand, community development research has established that access by itself is necessary but not sufficient to foster digital participation for the broadest possible range of individuals. Edited by leading scholars from the fields of education, youth studies, urban informatics, librarianship, communication technology, and digital media studies, this book is positioned as a link to connect these debates. It brings together an international collection of empirically grounded case studies by researchers and practitioners from diverse backgrounds. They advance knowledge that fosters digital participation by identifying the specific digital needs, issues and practices of different types of communities as they seek to take advantage of access to digital technologies. Collectively, these cases propose new ways for enabling residents to develop their digital confidence and skills both at home and in their local community, particularly through a 'social living labs' approach. The book is organised around key focus areas: digital skills enhancement, youth entrepreneurship, connected learning, community digital storytelling, community-led digital initiatives and policy development.
How a popular entertainment genre on YouTube--Let's Play videos created by Minecraft players--offers opportunities for children to learn from their peers.Every day millions of children around the world watch video gameplay on YouTube in the form of a popular entertainment genre known as Let's Play videos. These videos, which present a player's gameplay and commentary, offer children opportunities for interaction and learning not available in traditional television viewing or solo video gameplay. In this book, Michael Dezuanni examines why Let's Play videos are so appealing to children, looking in particular at videos of Minecraft gameplay. He finds that a significant aspect of the popularity of these videos is the opportunity for knowledge and skill exchange. Focusing on Let's Play practices, the videos themselves, and fans' responses, Dezuanni argues that learning takes place through what he terms peer pedagogy--a type of nonhierarchical learning that is grounded in the personal relationships fans and players feel toward one another. Moreover, the Let's Play platform is part of a larger digital ecosystem that enables children to learn from one another in unique ways. Dezuanni explores how Let's Players enable learning opportunities, examining digital literacies, the Let's Play genre, and peer pedagogies. He then presents case studies of three successful family-friendly Let's Players of Minecraft: Stampylonghead, StacyPlays, and KarinaOMG, microcelebrities in a microindustry. Dezuanni analyzes the specific practices and characteristics of these players, paying particular attention to how they create opportunities for peer pedagogies to emerge.
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