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Peer Pedagogies on Digital Platforms
Learning with Minecraft Let's Play Videos
2020
EN
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 ...
4,710 円
iPads in the Early Years
Developing literacy and creativity
2015
EN
アクセシビリティ対応
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...
12,955 円
2024
EN
アクセシビリティ対応
This book examines the reading cultures developed by communities of readers and book lovers on BookTube, Bookstagram, and BookTok as an increasingly important influence on contemporary book and literary culture. It explores how the affordances of social media platforms invite readers to participate in social reading communities and engage in creative and curatorial practices that express their identity as readers and book lovers.The interdisciplinary team of authors argue that by c...
5,382 円
Digital Participation through Social Living Labs
Valuing Local Knowledge, Enhancing Engagement
2017
EN
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 i...
8,454 円
Serious Play
Literacy, Learning and Digital Games
2017
EN
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 a...
9,253 円




