Technology-Enabled Innovations in Education

Technology-Enabled Innovations in Education

Author: Samira Hosseini

Publisher: Springer Nature

Published: 2022-09-30

Total Pages: 624

ISBN-13: 9811933839

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This book contains peer-reviewed selected papers of the 7th International Conference on Educational Innovation (CIIE 2020). It presents excellent educational practices and technologies complemented by various innovative approaches that enhance educational outcomes. In line with the Sustainable Development Goal 4 of UNESCO in the 2030 agenda, CIIE 2020 has attempted to “ensure inclusive and equitable quality education and promote lifelong learning opportunities for all.” The CIIE 2020 proceeding offers diverse dissemination of innovations, knowledge, and lessons learned to familiarize readership with new pedagogical-oriented, technology-driven educational strategies along with their applications to emphasize their impact on a large spectrum of stakeholders including students, teachers and professors, administrators, policymakers, entrepreneurs, governments, international organizations, and NGOs.


100+ Aprender a Leer Y Escribir Jugando. Practica Con Vocabulario Español Tarjetas Ingles Juego

100+ Aprender a Leer Y Escribir Jugando. Practica Con Vocabulario Español Tarjetas Ingles Juego

Author: Material Escritura

Publisher:

Published: 2019-12-08

Total Pages: 102

ISBN-13: 9781670514394

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Para aprender español, los alumnos de primaria tienen que tener un amplio caudal de competencias lingüísticas, aunque el español sea su lengua materna (no es excusa para no trabajarlo). Entre estas competencias, contamos el aprendizaje de la lectura, el estudio gramatical, los ejercicios de español escrito, la expresión oral y el vocabulario.


Serious Games

Serious Games

Author: Ute Ritterfeld

Publisher: Routledge

Published: 2009-09-10

Total Pages: 643

ISBN-13: 1135848904

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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.


Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy

Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy

Author: Francesca Helm

Publisher: Research-publishing.net

Published: 2015-12-02

Total Pages: 598

ISBN-13: 1908416289

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The theme of the conference this year was Critical CALL, drawing inspiration from the work carried out in the broader field of Critical Applied Linguistics. The term ‘critical’ has many possible interpretations, and as Pennycook (2001) outlines, has many concerns. It was from these that we decided on the conference theme, in particular the notion that we should question the assumptions that lie at the basis of our praxis, ideas that have become ‘naturalized’ and are not called into question. Over 200 presentations were delivered in 68 different sessions, both in English and Italian, on topics related specifically to the theme and also more general CALL topics. 94 of these were submitted as extended papers and appear in this volume of proceedings.


Einstein Never Used Flash Cards

Einstein Never Used Flash Cards

Author: Kathy Hirsh-Pasek

Publisher: Rodale Books

Published: 2004-08-12

Total Pages: 323

ISBN-13: 1623360803

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Now Available in Paperback! In Einstein Never Used Flashcards highly credentialed child psychologists, Kathy Hirsh-Pasek, Ph.D., and Roberta Michnick Golinkoff, Ph.D., with Diane Eyer, Ph.D., offer a compelling indictment of the growing trend toward accelerated learning. It's a message that stressed-out parents are craving to hear: Letting tots learn through play is not only okay-it's better than drilling academics! Drawing on overwhelming scientific evidence from their own studies and the collective research results of child development experts, and addressing the key areas of development-math, reading, verbal communication, science, self-awareness, and social skills-the authors explain the process of learning from a child's point of view. They then offer parents 40 age-appropriate games for creative play. These simple, fun--yet powerful exercises work as well or better than expensive high-tech gadgets to teach a child what his ever-active, playful mind is craving to learn.


Becoming Brilliant

Becoming Brilliant

Author: Roberta Michnick Golinkoff

Publisher: American Psychological Association

Published: 2016-05-16

Total Pages: 328

ISBN-13: 1433822407

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In just a few years, today’s children and teens will forge careers that look nothing like those that were available to their parents or grandparents. While the U.S. economy becomes ever more information-driven, our system of education seems stuck on the idea that “content is king,” neglecting other skills that 21st century citizens sorely need. Becoming Brilliant offers solutions that parents can implement right now. Backed by the latest scientific evidence and illustrated with examples of what’s being done right in schools today, this book introduces the 6Cs—collaboration, communication, content, critical thinking, creative innovation, and confidence—along with ways parents can nurture their children’s development in each area.