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Book TeacherCraft  How Teachers Learn to Use MineCraft in Their Classrooms

Download or read book TeacherCraft How Teachers Learn to Use MineCraft in Their Classrooms written by Seann Dikkers and published by Lulu.com. This book was released on 2015 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you'd expect. "

Book Teacher Pioneers

    Book Details:
  • Author : Caroline C. Williams
  • Publisher : Lulu.com
  • Release : 2016-11-18
  • ISBN : 136531815X
  • Pages : 394 pages

Download or read book Teacher Pioneers written by Caroline C. Williams and published by Lulu.com. This book was released on 2016-11-18 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teachers work with students, parents, administrators, coaches, camp counselors, education researchers, postsecondary institutions, teachers of other grades and other subjects-in short, teachers accomplish their daily miracles through collaboration by asking questions about what they don't know and sharing what they do. This book was written by teacher pioneers to share their collaborating, their designing, and their exploring.

Book Serious Games and Edutainment Applications

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Book Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

Download or read book Handbook of Research on Supporting Social and Emotional Development Through Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-06-25 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.

Book Gamification Based E Learning Strategies for Computer Programming Education

Download or read book Gamification Based E Learning Strategies for Computer Programming Education written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2016-08-23 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Book GameMaker Programming By Example

Download or read book GameMaker Programming By Example written by Brian Christian and published by Packt Publishing Ltd. This book was released on 2015-12-28 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine! About This Book Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker's features. Go through step-by-step tutorials to design and develop unique games Who This Book Is For If you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language Create games with random elements for exciting gameplay Use the basic GameMaker file I/O and encryption systems Utilize the GameMaker networking functions to create multiplayer games Give AI routines to your enemies to make challenging gameplay Create particle systems to give your game exciting graphics Understand the various debugging techniques available in GameMaker: Studio In Detail This book is excellent resource for developers with any level of experience of GameMaker. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approach A This step-by-step guide that follows and with details ons different topics throughout the creation of various examples.

Book Affinity Online

    Book Details:
  • Author : Mizuko Ito
  • Publisher : NYU Press
  • Release : 2018-12-18
  • ISBN : 1479860832
  • Pages : 228 pages

Download or read book Affinity Online written by Mizuko Ito and published by NYU Press. This book was released on 2018-12-18 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: How online affinity networks expand learning and opportunity for young people Boyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity networks, Affinity Online considers how young people have found new opportunities for expanded learning in the digital age. These cases reveal the shared characteristics and unique cultures and practices of different online affinity networks, and how they support “connected learning”—learning that brings together youth interests, social activity, and accomplishment in civic, academic, and career relevant arenas. Although involvement in online communities is an established fixture of growing up in the networked age, participation in these spaces show how young people are actively taking up new media for their own engaged learning and social development. While providing a wealth of positive examples for how the online world provides new opportunities for learning, the book also examines the ways in which these communities still reproduce inequalities based on gender, race, and socioeconomic status. The book concludes with a set of concrete suggestions for how the positive learning opportunities offered by online communities could be made available to more young people, at school and at home. Affinity Online explores how online practices and networks bridge the divide between in-school and out-of-school learning, finding that online affinity networks are creating new spaces of opportunity for realizing the ideals of connected learning.

Book Computational Thinking Curricula in K   12

Download or read book Computational Thinking Curricula in K 12 written by Harold Abelson and published by MIT Press. This book was released on 2024-05-21 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: An international overview of how policy makers, curriculum developers, and school practitioners can integrate computational thinking into K–12 curricula. In today’s digital society, computational thinking (CT) is a critical component of all children’s education. In Computational Thinking Curricula in K–12, editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which offers an overview of educational policy, curriculum development, school implementation, and classroom practice, will appeal especially to policy makers, curriculum developers, school practitioners, and educational researchers. The essays cover twelve countries and regions across three continents: Australia, China, Finland, Hong Kong, India, Israel, New Zealand, Singapore, South Korea, Spain, Taiwan, and the United Kingdom, with a particular emphasis on Asia. A companion to the editors’ earlier Computational Thinking Education in K–12, this book consists of two sections: 1) educational policy and curriculum development and 2) school implementation and classroom practice. The authors delve into issues of regional history; governmental planning; official initiatives; leadership commitment; curriculum design; pedagogical implementation; equity, diversity, and inclusion; assessment, including longitudinal assessment across age groups; formal and informal learning approaches to CT; and teacher development. Specific topics include core competencies and CT education, robotics education and CT, AI and CT, and game-based platforms for computational problem-solving. The varying ways that CT is being integrated into the early grades, in particular, presents an interesting case study in international comparative education.

Book Peer Pedagogies on Digital Platforms

Download or read book Peer Pedagogies on Digital Platforms written by Michael Dezuanni and published by MIT Press. This book was released on 2020-09-22 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Mobile Media Learning

Download or read book Mobile Media Learning written by et al. and published by Lulu.com. This book was released on 2015 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look into how these projects operate and a practical resource for those who want to join in, this book addresses most of these tools individually as well. Our detailed, down-to-earth accounts will not only be legible to newcomers but refreshingly forthright to those anxious to better understand educational experiments connecting learning and mobile media" -- Back cover.

Book Affective Learning in Digital Education

Download or read book Affective Learning in Digital Education written by Andreas Gegenfurtner and published by Frontiers Media SA. This book was released on 2021-03-01 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Choosing and Using Digital Games in the Classroom

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Book Serious Play

    Book Details:
  • Author : Catherine Beavis
  • Publisher : Taylor & Francis
  • Release : 2017-05-08
  • ISBN : 1134979045
  • Pages : 251 pages

Download or read book Serious Play written by Catherine Beavis and published by Taylor & Francis. This book was released on 2017-05-08 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Game based Learning in Action

Download or read book Game based Learning in Action written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

Book Digital Heritage  Progress in Cultural Heritage  Documentation  Preservation  and Protection

Download or read book Digital Heritage Progress in Cultural Heritage Documentation Preservation and Protection written by Marinos Ioannides and published by Springer. This book was released on 2016-10-30 with total page 914 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10058 and LNCS 10059 constitutes the refereed proceedings of the 6th International Conference on Digital Heritage, EuroMed 2016, held in Nicosia, Cyprus, in October/November 2016. The 29 full papers, 44 project papers, and 32 short papers presented were carefully reviewed and selected from 502 submissions. The papers are organized in topical sections on 3D Reconstruction and 3D Modelling; Heritage Building Information Models; Innovative Methods on Risk Assesment, Monitoring and Protection of Cultural Heritage; Intangible Cultural Heritage Documentation; Digital Applications for Materials' Preservation and Conservation in Cultural Heritage; Non-Destructive Techniques in Cultural Heritage Conservation; Visualisation, VR and AR Methods and Applications; The New Era of Museums and Exhibitions: Digital Engagement and Dissemination; Digital Cultural Heritage in Education, Learning and Training; Data Acquisition, Process and Management in Cultural Heritage; Data, Metadata, Semantics and Ontologies in Cultural Heritage; Novel Approaches to Landscapes in Cultural Heritage; Digital Applications for Materials' Preservation and Conservation in Cultural Heritage; and Serious Games for Cultural Heritage.

Book The Unofficial Holy Bible for Minecrafters

Download or read book The Unofficial Holy Bible for Minecrafters written by Christopher Miko and published by Simon and Schuster. This book was released on 2015-02-10 with total page 579 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Exploration of the Old and New Testament for Young Readers Unlike Any You’ve Ever Seen Before! Since 2009, Minecraft has swept the gaming world by storm. More than one hundred million games have been sold. Parents of children who play Minecraft will love this fun, educational collection of Bible stories. With the world of Minecraft as a backdrop using vivid, full-color screenshots, children will experience the Bible as never before. Authors Chris Miko and Garrett Romines are teachers who have used Minecraft to create imaginative worlds in their classrooms. Now, they have created Bible stories with virtual blocks to produce vibrant, 3-D worlds filled with adventure and astonishing imagination. With fascinating scripture and narrative simplified to teach young readers the most powerful stories of our time, this is the perfect gift. The images created are not only of magnificent, vast terrains often found in the Minecraft video game but also feature artfully recreated legendary characters, such as Adam and Eve, and superb architectural design builds of the pyramids and Noah’s Ark. A range of significant biblical characters such as Jesus and Pharaoh are brought together in fun, colorful scenes kids will treasure. Engaging teachings from the Tower of Babel and The Story of Abram and Lot, to name a few, are all in this book. With over 270 images, young readers will explore stories from a vast number of Bible favorites such as The Story of Creation, The Journey of Abraham, Joseph and the Colored Dreamcoat, David and Goliath, Moses’s Great Journey, The Birth of Jesus, The Last Supper, and many more! The Unofficial Holy Bible for Minecrafters makes the Bible more entertaining, engaging, and accessible for children than ever!