Literacy in 3D

Literacy in 3D

Author: Bill Green

Publisher: Acer Press

Published: 2012

Total Pages: 0

ISBN-13: 9781742860381

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Literacy in 3D brings together an authoritative collection of essays, each drawing on Bill Green's influential '3D' model of the cultural, critical, and operational dimensions involved in literacy, pedagogy, and practice. The book is divided into three sections, which cover the model in theory, the model in practice, and extending the model. Literacy in 3D presents a core framework for curriculum and pedagogy design within the New Literacy Studies tradition. As an up-to-date account of a long-established, overtly dynamic model, this important book explores and engages with its integrated perspectives to emphasize contemporary literacy dimensions and their interplay. It contains practical examples of application, as well as challenges and outcomes, in using the 3D model across a range of contexts and subject areas. The book is a timely and richly informed resource for all literacy educators, researchers, practitioners, and policy makers at various levels. *** "This review cannot do justice to the richness and complexity of the studies and insights offered for researchers and educators. The book offers explanations of the inception and development of the 3D model that will be of interest to literacy theorists and students....Through this book the editors and their authors convincingly provide evidence of the functionality of the 3D model as a flexible, dynamic framework for literacy research and education in the 21st century." - Australian Journal of Language and Literacy, Vol. 36, No. 3, 2013


English 3D

English 3D

Author: Kate Kinsella

Publisher:

Published: 2017

Total Pages:

ISBN-13: 9780545823029

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English 3D was designed to accelerate language development for English learners who have agility with social interactional English while lacking the advanced linguisitic knowledge and skills required by complex coursework in school. English 3D propels students to higher language proficiency through a consistent series of lessons derived from research-based principles and classroom-tested practices that maximize students' verbal and written engagement with conceptually rigorous content.--Teaching Guide Course A, Volume 1, Overview p. T10.


Virtual Reality in Education: Breakthroughs in Research and Practice

Virtual Reality in Education: Breakthroughs in Research and Practice

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2019-04-01

Total Pages: 845

ISBN-13: 1522581804

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Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.


Learning and Teaching with Technology in the Knowledge Society

Learning and Teaching with Technology in the Knowledge Society

Author: Mizuho Iinuma

Publisher: Springer

Published: 2015-11-24

Total Pages: 72

ISBN-13: 9811001448

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This book discusses learning and teaching with modern technology in the new knowledge society. It focuses specifically on new literacy and technology in classroom environments. Based on a social-constructivist approach, this book covers a wide range of new technology use examples, such as participatory media, video recording systems and 3D computer graphics. A case study on a constructivist approach to teaching and learning, especially CSCL (computer supported collaborative learning), is discussed from a practical perspective for educators. It also includes specific in-class practices with detailed accounts of curricula featuring readily accessible yet new technology available for classroom use, such as Google Sketchup 3D computer models.


3D Immersive and Interactive Learning

3D Immersive and Interactive Learning

Author: Yiyu Cai

Publisher: Springer Science & Business Media

Published: 2013-02-12

Total Pages: 130

ISBN-13: 9814021903

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3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.


Literacy, Place, and Pedagogies of Possibility

Literacy, Place, and Pedagogies of Possibility

Author: Barbara Comber

Publisher: Routledge

Published: 2015-07-30

Total Pages: 191

ISBN-13: 1317564618

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How can teachers ensure a pedagogy of possibility underpinned by social justice, and what has literacy got to do with this? This book explores the positive synergies between critical literacy and place-conscious pedagogy. Through rich classroom research it introduces and demonstrates how a synthesis of insights from theories of space and place and literacy studies can underpin the design and enactment of culturally inclusive curriculum for diverse student communities, and illustrates how making place and space the objects of study provide productive resources for teachers to design enabling pedagogical practices that extend students’ literate repertoires. The argument is that systematic study of and engagement with specific elements of place can enable students’ academic learning and literacy. Literacy, Place, and Pedagogies of Possibility is informed by critical literacy, place-conscious pedagogy and spatial theory is richly illustrated with examples from classroom research, including teacher and student artifacts provides new directions for classroom practice in critical literacy This novel combination of multidisciplinary theory and classroom research extends previous work in critical literacy pedagogy, drawing on two decades of ethnographic and collaborative inquiry in classrooms situated in culturally and linguistically diverse classrooms.


Literacy in America [2 volumes]

Literacy in America [2 volumes]

Author: Barbara J. Guzzetti

Publisher: Bloomsbury Publishing USA

Published: 2002-12-02

Total Pages: 818

ISBN-13: 1851094032

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The definitive encyclopedic resource on literacy, literacy instruction, and literacy assessment in the United States. Once upon a time, the three "R"s sufficed. Not any more—not for students, not for Americans. Gone the way of the little red school house is simple reading and writing instruction. Surveying an increasingly complex discipline, Literacy in America: An Encyclopedia offers a comprehensive overview of all the latest trends in literacy education—conceptual understanding of texts, familiarity with electronic content, and the ability to create meaning from visual imagery and media messages. Educators and academicians call these skills "multiple literacies," shorthand for the kind of literacy skills and abilities needed in an age of information overload, media hype, and Internet connectedness. With its 400 A–Z entries, researched by experts and written in accessible prose, Literacy in America is the only reference tool students, teachers, and parents will need to understand what it means to be—and become—literate in 21st-century America.


3D Imaging—Multidimensional Signal Processing and Deep Learning

3D Imaging—Multidimensional Signal Processing and Deep Learning

Author: Lakhmi C. Jain

Publisher: Springer Nature

Published: 2022-07-01

Total Pages: 262

ISBN-13: 9811924481

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This book gathers selected papers presented at the conference “Advances in 3D Image and Graphics Representation, Analysis, Computing and Information Technology,” one of the first initiatives devoted to the problems of 3D imaging in all contemporary scientific and application areas. The two volumes of the book cover wide area of the aspects of the contemporary multidimensional imaging and outline the related future trends from data acquisition to real-world applications based on new techniques and theoretical approaches. This volume contains papers devoted to the theoretical representation and analysis of the 3D images. The related topics included are 3D image transformation, 3D tensor image representation, 3D content generation technologies, 3D graphic information processing, VR content generation technologies, multi-dimensional image processing, dynamic and auxiliary 3D displays, VR/AR/MR device, VR camera technologies, 3D imaging technologies and applications, 3D computer vision, 3D video communications, 3D medical images processing and analysis, 3D remote sensing images and systems, deep learning for image restoration and recognition, neural networks for MD image processing, etc.


3D Game Engine Design

3D Game Engine Design

Author: David Eberly

Publisher: CRC Press

Published: 2006-11-03

Total Pages: 1008

ISBN-13: 1482267306

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The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.


Digital Literacy: Tools and Methodologies for Information Society

Digital Literacy: Tools and Methodologies for Information Society

Author: Rivoltella, Pier Cesare

Publisher: IGI Global

Published: 2008-01-31

Total Pages: 368

ISBN-13: 1599048000

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Currently in a state of cultural transition, global society is moving from a literary society to digital one, adopting widespread use of advanced technologies such as the Internet and mobile devices. Digital media has an extraordinary impact on society's formative processes, forcing a pragmatic shift in their management and organization. Digital Literacy: Tools and Methodologies for Information Society strives to define a conceptual framework for understanding social changes produced by digital media and creates a framework within which digital literacy acts as a tool to assist younger generations to interact critically with digital media and their culture, providing scholars, educators, researchers, and practitioners a technological and sociological approach to this cutting-edge topic from an educational perspective.