Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Author: Lane, Carol-Ann
Publisher: IGI Global
Total Pages: 958
Release: 2022-01-07
Genre: Language Arts & Disciplines
ISBN: 1799872734

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Research on Media Literacy Research and Applications Across Disciplines

Handbook of Research on Media Literacy Research and Applications Across Disciplines
Author: Yildiz, Melda N.
Publisher: IGI Global
Total Pages: 471
Release: 2019-06-28
Genre: Social Science
ISBN: 1522592636

The digital age has made it easy for anyone, even those with limited technology proficiency, to create some form of media. With so many different types of media and the sheer volume of information coming from a wide array of sources, media literacy has become an essential skill that can be very difficult to learn and teach. The Handbook of Research on Media Literacy Research and Applications Across Disciplines aims to present cross-disciplinary examinations of media literacy, specifically investigating its challenges and solutions and its implications for P-20 education. An assemblage of innovative findings centered on national and international perspectives, with topics including critical thinking and decision-making processes, smart consumerism, recognizing point-of-view, media influence, responsible media creation, cyber threats, media literacy instruction, among others, this book is ideally designed for educators, researchers, activists, instructional designers, media specialists, and professionals.

Game-based Learning in Action

Game-based Learning in Action
Author: Matthew Farber
Publisher: New Literacies and Digital Epistemologies
Total Pages: 0
Release: 2018
Genre: Educational games
ISBN: 9781433144745

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.

Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2250
Release: 2015-03-31
Genre: Computers
ISBN: 1466682019

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms

Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms
Author: Courtney-Dattola, Ashley
Publisher: IGI Global
Total Pages: 805
Release: 2021-12-17
Genre: Education
ISBN: 1799884074

Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.

Digital Game-Based Learning

Digital Game-Based Learning
Author: Marc Prensky
Publisher: Paragon House
Total Pages: 464
Release: 2007-03-01
Genre: Education
ISBN: 9781557788634

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.