Differentiated instruction refers to a variety of classroom practices that allow for differences in students' learning styles, interests, prior knowledge, and socialization needs. Benjamin, a trainer
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to d
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to d
The independent developer has ascended, and the new business model demands agility. You have to be able to work on all aspects of game creation, and your team's game will publish directly to platforms
Originally designed to make it simpler for digital artists to learn to program, Processing is a wonderful first language for anyone to learn. Given its origins, programming graphics, animations, and i
Visual Basic for Applications (VBA) is a programming language created by Microsoft that can be used to automate operations in Microsoft Excel. This textbook has been written for undergraduate students
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
Experimental Game Theory is the first textbook to introduce the main concepts of game theory and to confront them with experimental evidence. This applied, real world approach will help students under
Experimental Game Theory is the first textbook to introduce the main concepts of game theory and to confront them with experimental evidence. This applied, real world approach will help students under
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was texture
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the N
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the N
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
Now in its second edition, Teaching and Researching Language Learning Strategies systematically charts the field for the benefit of language learning practitioners, students, and researchers. Offering
Now in its second edition, Teaching and Researching Language Learning Strategies systematically charts the field for the benefit of language learning practitioners, students, and researchers. Offering
e-Learning Ecologies offers a theoretical overview of new and emerging learning environments, a review of the research evidence of their effectiveness, and a wide variety of examples of learning techn
e-Learning Ecologies offers a theoretical overview of new and emerging learning environments, a review of the research evidence of their effectiveness, and a wide variety of examples of learning techn
Creativity, Technology, and Learning provides a comprehensive introduction to theories and research on creativity in education and, in particular, to the role of digital learning technologies in enabl
Creativity, Technology, and Learning provides a comprehensive introduction to theories and research on creativity in education and, in particular, to the role of digital learning technologies in enabl
Culture, Learning and Technology: Research and Practice provides readers with an overview of the research on culture, learning and technology (CLT) and introduces the concept of culture-related theore
Culture, Learning and Technology: Research and Practice provides readers with an overview of the research on culture, learning and technology (CLT) and introduces the concept of culture-related theore
This carefully balanced set of studies and practitioner research projects carried out in various learning contexts around the world highlights cutting-edge research in the use of digital learning tech
This carefully balanced set of studies and practitioner research projects carried out in various learning contexts around the world highlights cutting-edge research in the use of digital learning tech
This book applies and expands upon the concept of the ‘learning conference’ as a site of learning and development, using the paradigm and methodologies of participatory action learning and action rese
Child Initiated Play and Learning shows how a creative approach to learning that allows for spontaneous adventures in play through child-led projects can lead to rich learning experiences that build o
This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the v
This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the v
This book is about teachers and young people’s learning in physical activity education settings and the ways in which digital technologies can enhance and accelerate learning. It uses the innovative ‘
This book is about teachers and young people’s learning in physical activity education settings and the ways in which digital technologies can enhance and accelerate learning. It uses the innovative ‘
The Second Language Learning Processes of Students with Specific Learning Difficulties is the only recent book available to offer a detailed and in-depth discussion of the second language learning pro
This book provides a comprehensive introduction to both traditional learning theory and the newest international research into learning processes, while at the same time being an innovative contributi
Integrating Social Emotional Learning with Early Childhood Education Standards demonstrates how to meet educational standards that privilege cognitive aspects of learning while also advancing prosocia
Self-Regulated Design Learning: A Foundation and Framework for Teaching and Learning Design reframes how educators in architecture, landscape architecture, and other design disciplines think about tea
This book takes stock of learning theories in the European Union (EU) integration literature and assesses what insights the concept of ‘learning’ has added to our understanding of the European in
This is the first research-based book-length English language study of intergenerational learning. Here the authors define intergenerational learning broadly, as the migration of knowledge and skills
Makeology: Makerspaces as Learning Environments (Volume 1) introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in
Makeology: Makerspaces as Learning Environments (Volume 1) introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in