Minecraft English Ages 8-9

Minecraft English Ages 8-9

Author: Collins KS2

Publisher: Collins

Published: 2021-11-04

Total Pages: 0

ISBN-13: 9780008462833

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The only official Minecraft English book for children aged 8-9! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


Minecraft English Ages 10-11

Minecraft English Ages 10-11

Author: Collins KS2

Publisher: Collins

Published: 2021-11-04

Total Pages: 0

ISBN-13: 9780008462857

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The only official Minecraft English book for children aged 10-11! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


Minecraft English Ages 6-7

Minecraft English Ages 6-7

Author: Collins KS1

Publisher: Minecraft Education

Published: 2021-11-04

Total Pages: 64

ISBN-13: 9780008462819

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The only official Minecraft English book for children aged 6-7! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


Minecraft English Ages 9-10

Minecraft English Ages 9-10

Author: Collins KS2

Publisher: Collins

Published: 2021-11-04

Total Pages: 0

ISBN-13: 9780008462840

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The only official Minecraft English book for children aged 9-10! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


ICTs and Innovation for Didactics of Social Sciences

ICTs and Innovation for Didactics of Social Sciences

Author: Delgado-Algarra, Emilio José

Publisher: IGI Global

Published: 2020-02-14

Total Pages: 295

ISBN-13: 1799828840

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The advancement of technology in today’s world has led to the progression of several professional fields. This includes the classroom, as teachers have begun using new technological strategies to increase student involvement and motivation. ICT innovation including virtual reality and blended learning methods has changed the scope of classroom environments across the globe; however, significant research is lacking in this area. ICTs and Innovation for Didactics of Social Sciences is a fundamental reference focused on didactics of social sciences and ICTs including issues related to innovation, resources, and strategies for teachers that can link to the transformation of social sciences teaching and learning as well as societal transformation. While highlighting topics such as blended learning, augmented reality, and virtual classrooms, this book is ideally designed for researchers, administrators, educators, practitioners, and students interested in understanding current relevant ICT resources and innovative strategies for the didactic of social sciences and didactic possibilities in relation to concrete conceptual contents, resolution of problems, planning, decision making, development of social skills, attention, and motivation promoting a necessary technological literacy.


Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2021-11-26

Total Pages: 1971

ISBN-13: 1668437112

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.


WJEC GCSE English Language Student Book

WJEC GCSE English Language Student Book

Author: Paula Adair

Publisher: Hodder Education

Published: 2016-07-04

Total Pages: 276

ISBN-13: 1471868370

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Exam Board: WJEC Level: GCSE Subject: English First Teaching: September 2015 First Exam: June 2017 Endorsed by WJEC Ensure that every student develops the reading, writing and oracy skills they need to fulfil their potential with this confidence-boosting, skills-focused Student's Book that contains a rich bank of stimulus texts and progressive activities designed specifically for the new WJEC specification in Wales. - Guides you and your students through the 2015 English language requirements, mapping the core content thematically to support teaching and learning - Enables students of all ability levels to build and boost their English language skills by working through a variety of developmental activities supported by extension tasks to stretch high achievers - Includes a range of engaging literary and non-fiction texts that aid comprehension, encourage synthesis and comparison, and provide effective models for students' own writing for different purposes and genres - Prepares students for examination by providing numerous opportunities to practise the new question types and sample student answers that show clearly how they could be improved - Offers trusted, skills-focused advice from an author team with extensive teaching and examining experience


Mapping Applied Linguistics

Mapping Applied Linguistics

Author: Christopher J. Hall

Publisher: Routledge

Published: 2017-05-18

Total Pages: 532

ISBN-13: 1351849662

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Mapping Applied Linguistics: A guide for students and practitioners, second edition, provides a newly updated, wide-ranging introduction to the full scope of applied linguistics. This innovative book maps the diverse and constantly expanding range of theories, methods and issues faced by students and practitioners around the world, integrating both sociocultural and cognitive perspectives. Practically oriented and ideally suited to students new to the discipline, Mapping Applied Linguistics provides in-depth coverage of: multilingualism, language variation and Global Englishes literacy, language teaching and bilingual education discourse analysis language policy and planning lexicography and translation language pathology and forensic linguistics The new second edition features contemporary examples of global applied linguistics research and practice, and includes updated further reading and new fieldwork suggestions for each chapter. The companion website at cw.routledge.com/textbooks/hall provides a wealth of additional learning material, including activities, flashcards and links to the latest online resources. Mapping Applied Linguistics is essential reading for students studying applied linguistics, TESOL, general linguistics and language and literacy education at the advanced undergraduate or master’s degree level. It also provides a gateway for practitioners and specialists seeking to better understand the wider scope of their work.


Intelligence, Creativity and Fantasy

Intelligence, Creativity and Fantasy

Author: Mário Ming Kong

Publisher: CRC Press

Published: 2019-09-30

Total Pages: 600

ISBN-13: 1000734064

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The texts presented in Proportion Harmonies and Identities (PHI) - INTELLIGENCE, CREATIVITY AND FANTASY were compiled with the intent to establish a multidisciplinary platform for the presentation, interaction and dissemination of research. The aim is also to foster the awareness and discussion on the topics of Harmony and Proportion with a focus on different visions relevant to Architecture, Arts and Humanities, Design, Engineering, Social and Natural Sciences, and their importance and benefits for the sense of both individual and community identity. The idea of modernity has been a significant motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts.


Affordances and Constraints of Mobile Phone Use in English Language Arts Classrooms

Affordances and Constraints of Mobile Phone Use in English Language Arts Classrooms

Author: Moran, Clarice M.

Publisher: IGI Global

Published: 2020-12-25

Total Pages: 229

ISBN-13: 1799858065

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The use of phones in the classroom is a controversial topic that receives a variety of reactions and can have political ramifications. In various school districts across different states, as well as in some countries, cell phone usage has been banned in the classroom to combat what administrators say is a distracted student population. However, research demonstrates that cell phones can have a positive effect on learning and engagement. Instead of banning cell phones, some teachers have found ways to incorporate educational apps, gaming apps, and social media into course materials. Although much research has emerged involving the integration of technology and digital literacies in English language arts (ELA) classrooms, mobile phone use as a discrete construct has not been explored widely. Affordances and Constraints of Mobile Phone Use in English Language Arts Classrooms aims to shine a light on the controversial topic of mobile phones in the English language arts classroom, focusing on comparing the opportunities that they afford students, as well as the negative effects they can have on learning. The chapters within this book examine learning outcomes, best practices, and practical applications for using mobile phones in ELA and adds to the body of literature on mobile phone use in secondary classrooms in general, standing as a unique resource on mobile phones in the language arts curriculum. While highlighting topics that include gaming applications, online learning, student engagement, and classroom management, this book is ideally designed for inservice and preservice teachers, administrators, teacher educators, practitioners, stakeholders, researchers, academicians, and students who are interested in learning more about the pluses and minuses of mobile phone use in ELA.