109 IDEAS For Virtual Learning reveals the online knowledge venue that today's generation uses to learn while playing along at school to receive promotions, diplomas, and degrees. Calling that venue &
Breck has been a teacher and a web content developer and is a passionate advocate of online learning. This collection of ideas urges educators and planners to throw out some preconceptions--uncomforta
Volume 51 in this series examines what video games and their virtual communities of players can tell us about learning and literacy with a focus on James Paul Gee's notion of affinity space, where a s
This book is designed for students, as well as engineers to learn communication theories and systems through active learning, rather than the traditional way of passive learning. All communicati
Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regar
Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regar
What happens when learning in the "real world" is augmented by use of the virtual, and learning in virtual environments is augmented by use of the "real"? Augmented Education explores learning that ta
Governments everywhere have advocated the use of computers in schools as an essential learning technology. Over the years, the view that computers can enhance student learning has gained broad accepta
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original
This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teac
While digital technology is endlessly innovating and improving itself as a tool to support teaching and learning, the cognitive process of language learning itself remains perennially the same. Howeve
As scholars increasingly recognize the utility of digital games as tools for learning, there is a growing need for knowledge in two related areas: first, how do players learn from games and second, wh
As scholars increasingly recognize the utility of digital games as tools for learning, there is a growing need for knowledge in two related areas: first, how do players learn from games and second, wh
This volume focuses on computer- and digitally-assisted language learning in all of its forms: technology-enhanced language learning, network-based language learning, mobile-assisted language learning
Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and
Shaner (film/video, UCLA Extension) provides instruction on the basics of digital filmmaking, from choosing equipment and writing to shooting and post-production work. He outlines options for camera,
Learning Dreamweaver is a dream with this instructional book-and-DVD package! Adobe Dreamweaver allows you to easily create robust Web sites without needing extensive programming knowledge or skills.
Language educators are increasingly taking advantage of developments in technology to explore the use of computer games. This book investigates this phenomenon and examines the relationship between te
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning. As cell phones have become more ad
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning. As cell phones have become more ad
This book provides the in-depth information, exercises, and worksheets that will provide readers with the tools to become successful, enlightened filmmakers. Most novices are unaware of the business a
Designed for aspiring film makers, this guide to film and game development examines the creation of a short film from start to finish, highlighting key concepts in storyboarding and the translation of
This book advances an alternative reading of the social, political and cultural issues surrounding schools and technology and develops a comprehensive overview of the interplay between policy, practic
This study investigates the participatory culture on the link/news-sharing platform reddit, the politics of participatory culture platforms, and the tensions and contradictions in the community. It co
This complete training package makes learning the new Office 2013 even easier!Featuring both a video training DVD and a full-color book, this training package is like having your own personal instruct
This book examines and illustrates the potential of narrative technology, the integration and synthesis of storytelling and digital media in education. Storytelling is a foundational and powerful proc
This book discusses topics concerning digital game-based learning focusing on learning-by-game-building and Web 2.0. Grounded in the new theoretical perspective of enactivism, this book shows how such
Ling focuses on digital game-based learning, learning-by-game-building, and Web 2.0 from the theoretical perspective of enactivism. The text is divided into sections devoted to the epistemology of ena
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social
Learning to Teach in the Digital Age tells the story of a group of K–12 teachers as they began to connect with digital making and learning pedagogies. Guiding questions at the heart of this qualitativ
In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators ha
Why should we care about the Internet? Because the information age is influencing our basic thoughts, needs, and practices related to education, scientific research, the acquisition of knowledge, and