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Recent advancements have put Gaming and Computer-Mediated
Simulations at the forefront of technology and learning. A closer
look at these topic areas opens the door for development and
innovation and the implications that go with it. Discoveries in
Gaming and Computer-Mediated Simulations: New Interdisciplinary
Applications explores and promotes a deep conceptual and empirical
understanding of the roles of electronic games and
computer-mediated simulations across multiple disciplines. This
book helps build a significant bridge between research and practice
on electronic gaming and simulations, supporting the work of
researchers, practitioners, and policymakers. Drawing on history
allows this publication to help move this field forward.
While traditional writing is typically understood as a language
based on the combination of words, phrases, and sentences to
communicate meaning, modern technologies have led educators to
reevaluate the notion that writing is restricted to this
definition. Exploring Multimodal Composition and Digital Writing
investigates the use of digital technologies to create multi-media
documents that utilise video, audio, and web-based elements to
further written communication beyond what can be accomplished by
words alone. Educators, scholars, researchers, and professionals
will use this critical resource to explore theoretical and
empirical developments in the creation of digital and multimodal
documents throughout the education system.
As digital technologies continue to develop and evolve, an
understanding of what it means to be technologically literate must
also be redefined. Students regularly make use of digital
technologies to construct written text both in and out of the
classroom, and for modern writing instruction to be successful,
educators must adapt to meet this new dichotomy. Exploring
Technology for Writing and Writing Instruction examines the use of
writing technologies in early childhood, elementary, secondary, and
post-secondary classrooms, as well as in professional development
contexts. This book provides researchers, scholars, students,
educators, and professionals around the world with access to the
latest knowledge on writing technology and methods for its use in
the classroom.
Gaming has long been a means for humans to share knowledge, learn
new concepts, and escape the constraints of reality.
Interdisciplinary Advancements in Gaming, Simulations and Virtual
Environments: Emerging Trends investigates the role of games and
computer-mediated simulations in a variety of environments,
including education, government, and business. Exploring
psychological, social, and cultural implications of games and
simulations, as well as policies related to their design and
development, this reference aims to support the work of researchers
in this growing field, as well as bridge the gap between theory and
practice in the application of electronic games to everyday
situations.
Games and simulations have emerged as new and effective tools for
educational learning by providing interactivity and integration
with online resources that are typically unavailable with
traditional educational resources. Design, Utilization, and
Analysis of Simulations and Game-Based Educational Worlds presents
developments and evaluations of games and computer-mediated
simulations in order to showcase a better understanding of the role
of electronic games in multiple studies. This book is useful for
researchers, practitioners, and policymakers to gain a deeper
comprehension of the relationship between research and practice of
electronic gaming and simulations in the educational environment.
The Handbook of Research on K-12 Online and Blended Learning is an
edited collection of chapters that sets out to present the current
state of research in K-12 online and blended learning. The chapters
describe where we have been, what we currently know, and where we
hope to go with research in multiple areas.
The Handbook of Research on K-12 Online and Blended Learning is an
edited collection of chapters that sets out to present the current
state of research in K-12 online and blended learning. This volume
attempts to synthesize existing research; in doing so, it will act
as an important resource for those interested in this topic.
However, there are always new studies, concepts, and domains within
K-12 online and blended learning. Therefore, we ask readers to
think of this work not as a completed product but rather a flowing
conversation. Each section includes potential new areas for growth
in understanding practice, policy, and research. We encourage
authors to contact us at [email protected] to propose
missing research studies for certain chapters or for proposals on
new chapters for future volumes. We look forward to hearing from
readers and continuing this important conversation regarding K-12
online and blended learning research.
Technology is changing not only how people write, but also how they
learn to write. These profound changes require teachers to
reconsider their pedagogical practices in the teaching of writing.
This books shares instructional approaches from experienced teacher
educators in the areas of writing, teacher education, and
technology. Chapters explore teachers personal experiences with
writing and writing instruction, effective pedagogical practices in
methods writing courses, and professional development opportunities
that effectively integrate technology into the writing classroom
and contribute to students' growth as writers and users of
technology. This collected volume provides as up-to-date
understanding of how teachers are prepared to teach writing using
technology.
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