Pedagogy: Using Television Shows, Games, and Other Media in the Classroom

Pedagogy: Using Television Shows, Games, and Other Media in the Classroom

Author: Laura Dumin

Publisher: Vernon Press

Published: 2024-07-30

Total Pages: 199

ISBN-13:

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This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.


Games and Simulations in Online Learning

Games and Simulations in Online Learning

Author: David Gibson

Publisher: IGI Global

Published: 2007

Total Pages: 428

ISBN-13:

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"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.


For White Folks Who Teach in the Hood... and the Rest of Y'all Too

For White Folks Who Teach in the Hood... and the Rest of Y'all Too

Author: Christopher Emdin

Publisher: Beacon Press

Published: 2017-01-03

Total Pages: 234

ISBN-13: 0807028029

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A New York Times Best Seller "Essential reading for all adults who work with black and brown young people...Filled with exceptional intellectual sophistication and necessary wisdom for the future of education."—Imani Perry, National Book Award Winner author of South To America An award-winning educator offers a much-needed antidote to traditional top-down pedagogy and promises to radically reframe the landscape of urban education for the better Drawing on his own experience of feeling undervalued and invisible in classrooms as a young man of color, Dr. Christopher Emdin has merged his experiences with more than a decade of teaching and researching in urban America. He takes to task the perception of urban youth of color as unteachable, and he challenges educators to embrace and respect each student’s culture and to reimagine the classroom as a site where roles are reversed and students become the experts in their own learning. Putting forth his theory of Reality Pedagogy, Emdin provides practical tools to unleash the brilliance and eagerness of youth and educators alike—both of whom have been typecast and stymied by outdated modes of thinking about urban education. With this fresh and engaging new pedagogical vision, Emdin demonstrates the importance of creating a family structure and building communities within the classroom, using culturally relevant strategies like hip-hop music and call-and-response, and connecting the experiences of urban youth to indigenous populations globally. Merging real stories with theory, research, and practice, Emdin demonstrates how by implementing the “Seven Cs” of reality pedagogy in their own classrooms, urban youth of color benefit from truly transformative education.


Pop-Culture Pedagogy in the Music Classroom

Pop-Culture Pedagogy in the Music Classroom

Author: Nicole Biamonte

Publisher: Scarecrow Press

Published: 2010-10-28

Total Pages: 353

ISBN-13: 146167056X

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Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and participation. Pop-Culture Pedagogy in the Music Classroom: Teaching Tools from American Idol to YouTube provides ideas and techniques for teaching music classes using elements of popular culture that resonate with students' everyday lives. From popular songs and genres to covers, mixes, and mashups; from video games such as Dance Dance Revolution and Guitar Hero to television shows like American Idol, this exciting collection offers pedagogical models for incorporating pop culture and its associated technologies into a wide variety of music courses. Biamonte has collected well-rounded essays that consider a variety of applications. After an introduction, the essays are organized in 3 sections. The first addresses general tools and technology that can be incorporated into almost any music class: sound-mixing techniques and the benefits of using iPods and YouTube. The middle section uses popular songs, video games, or other aspects of pop culture to demonstrate music-theory topics or to develop ear-training and rhythmic skills. The final section examines the musical, lyrical, or visual content in popular songs, genres, or videos as a point of departure for addressing broader issues and contexts. Each chapter contains notes and a bibliography, and two comprehensive appendixes list popular song examples for teaching harmony, melody, and rhythm. Two indexes cross-reference the material by title and by general subject. While written with college and secondary-school teachers in mind, the methods and materials presented here can be adapted to any educational level.


Teaching with the Screen

Teaching with the Screen

Author: Dan Leopard

Publisher: Routledge

Published: 2013

Total Pages: 169

ISBN-13: 0415640628

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Teaching with the Screen explores the forms that pedagogy takes as teachers and students engage with the screens of popular culture. By necessity, these forms of instruction challenge traditional notions of what constitutes education. Spotlighting the visual, spatial, and relational aspects of media-based pedagogy using a broad range of critical methodologies-textual analysis, interviews, and participant observation-and placing it at the intersection of education, anthropology, and cultural studies, this book traces a path across historically specific instances of media that function as pedagogy: Hollywood films that feature teachers as protagonists, a public television course on French language and culture, a daily television "news" program created by high school students, and a virtual reality training simulation funded by the US Army. These case studies focus on teachers as pedagogical agents (teacher plus screen) who unite the two figures that have polarized earlier debates regarding the use of media and technology in educational settings: the beloved teacher and the teaching machine.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Handbook of Public Pedagogy

Handbook of Public Pedagogy

Author: Jennifer A. Sandlin

Publisher: Routledge

Published: 2010-07-29

Total Pages: 684

ISBN-13: 1135184194

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Bringing together scholars, public intellectuals, and activists from across the field of education, the Handbook of Public Pedagogy explores and maps the terrain of this burgeoning field. For the first time in one comprehensive volume, readers will be able to learn about the history and scope of the concept and practices of public pedagogy. What is 'public pedagogy'? What theories, research, aims, and values inform it? What does it look like in practice? Offering a wide range of differing, even diverging, perspectives on how the 'public' might operate as a pedagogical agent, this Handbook provides new ways of understanding educational practice, both within and without schools. It implores teachers, researchers, and theorists to reconsider their foundational understanding of what counts as pedagogy and of how and where the process of education occurs. The questions it raises and the critical analyses they require provide curriculum and educational workers and scholars at large with new ways of understanding educational practice, both within and without schools.


New Media and Digital Pedagogy

New Media and Digital Pedagogy

Author: Michael G. Strawser

Publisher: Lexington Books

Published: 2017-07-05

Total Pages: 193

ISBN-13: 1498548520

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New Media and Digital Pedagogy: Enhancing the Twenty-First-Century Classroom addresses the influence of new media on instruction, higher education, and pedagogy. The contributors specifically examine the practical and theoretical implications of new media and the influence of new media on education. This book emphasizes the changing landscape of education and technology and creates a foundational lens and framework for thinking through and navigating higher education in a digital and new media driven context.


Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom

Author: Katrin Becker

Publisher: Springer

Published: 2016-09-29

Total Pages: 429

ISBN-13: 3319122231

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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.


Learning and Teaching Mathematics in The Global Village

Learning and Teaching Mathematics in The Global Village

Author: Marcel Danesi

Publisher: Springer

Published: 2016-04-29

Total Pages: 193

ISBN-13: 331932280X

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This book provides a fundamental reassessment of mathematics education in the digital era. It constitutes a new mindset of how information and knowledge are processed by introducing new interconnective and interactive pedagogical approaches. Math education is catching up on technology, as courses and materials use digital sources and resources more and more. The time has come to evaluate this new dynamic, which transcends all previous use of ancillary devices to supplement classroom math instruction. Interactivity and interconnectivity with the online world of math and math texts (such as television programs and internet sites) can be integrated with our traditional modes for delivery of math instruction. This book looks at how this integration can unfold practically by applying these relevant pedagogical principles to elementary topics such as numeration, arithmetic, algebra, story problems, combinatorics, and basic probability theory. The book further exemplifies how mathematics can be connected to topics in popular culture, information technologies, and other such domains.