Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning

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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author : Lane, Carol-Ann
Publisher : IGI Global
Page : 958 pages
File Size : 55,8 Mb
Release : 2022-01-07
Category : Language Arts & Disciplines
ISBN : 9781799872733

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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by Lane, Carol-Ann Pdf

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Acquiring 21st Century Literacy Skills Through Game-based Learning

Author : Carol-Ann Lane
Publisher : Unknown
Page : 128 pages
File Size : 55,5 Mb
Release : 2022
Category : Reading
ISBN : 1799872726

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Acquiring 21st Century Literacy Skills Through Game-based Learning by Carol-Ann Lane Pdf

"This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources such as video games"--

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author : Carol-Ann Lane
Publisher : Information Science Reference
Page : 128 pages
File Size : 51,9 Mb
Release : 2022-01-07
Category : Electronic
ISBN : 1799872718

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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by Carol-Ann Lane Pdf

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Research on Literacy and Digital Technology Integration in Teacher Education

Author : Keengwe, Jared,Onchwari, Grace
Publisher : IGI Global
Page : 442 pages
File Size : 53,5 Mb
Release : 2019-11-15
Category : Education
ISBN : 9781799814627

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Handbook of Research on Literacy and Digital Technology Integration in Teacher Education by Keengwe, Jared,Onchwari, Grace Pdf

With widespread testing and standards-driven curriculum and accountability pressure in public schools, teachers are expected to be highly skilled practitioners. There is a pressing need for college faculty to prepare current and future teachers for the demands of modern classrooms and to address the academic readiness skills of their students to succeed in their programs. The Handbook of Research on Literacy and Digital Technology Integration in Teacher Education is an essential academic publication that provides comprehensive research on the influence of standards-driven education on educators and educator preparation as well as the applications of technology for the preparation of teachers. Featuring a wide range of topics such as academic success, professional development, and teacher education, this book is essential for academicians, educators, administrators, educational software developers, IT consultants, researchers, professionals, students, and curriculum designers.

Handbook of Research on International Approaches and Practices for Gamifying Mathematics

Author : Huertas-Abril, Cristina A.,Fernández-Ahumada, Elvira,Adamuz-Povedano, Natividad
Publisher : IGI Global
Page : 422 pages
File Size : 41,6 Mb
Release : 2022-05-13
Category : Education
ISBN : 9781799896623

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Handbook of Research on International Approaches and Practices for Gamifying Mathematics by Huertas-Abril, Cristina A.,Fernández-Ahumada, Elvira,Adamuz-Povedano, Natividad Pdf

Game-based resources provide opportunities to consolidate and develop a greater knowledge and understanding of both mathematical concepts and numeracy skills, which present opportunities and challenges for both teachers and learners when engaging with subject content. For learners for whom the language of instruction is not their first or main language, this can present challenges and barriers to their progress. This requires teachers to reconsider and adapt their teaching strategies to ensure the needs of these learners are fully addressed, thereby promoting inclusion and inclusive practices. The Handbook of Research on International Approaches and Practices for Gamifying Mathematics provides relevant theoretical frameworks and the latest empirical research findings in teaching and learning mathematics in bilingual/plurilingual education by using active methodologies, specifically gamification and game-based learning and teaching. Covering a wide range of topics such as e-safety, bilingual education, and multimodal mathematics, this major reference work is ideal for policymakers, researchers, academicians, practitioners, scholars, instructors, and students.

ECGBL 2022 16th European Conference on Game-Based Learning

Author : Conceição Costa
Publisher : Academic Conferences and publishing limited
Page : 842 pages
File Size : 44,7 Mb
Release : 2022-10-06
Category : Education
ISBN : 9781914587528

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ECGBL 2022 16th European Conference on Game-Based Learning by Conceição Costa Pdf

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Author : Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo
Publisher : IGI Global
Page : 869 pages
File Size : 50,6 Mb
Release : 2022-05-20
Category : Education
ISBN : 9781668442883

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Handbook of Research on the Influence and Effectiveness of Gamification in Education by Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo Pdf

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Handbook of Research on Implementing Inclusive Educational Models and Technologies for Equity and Diversity

Author : Escudeiro, Paula,Escudeiro, Nuno,Bernardes, Oscar
Publisher : IGI Global
Page : 493 pages
File Size : 43,9 Mb
Release : 2023-06-29
Category : Education
ISBN : 9798369304556

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Handbook of Research on Implementing Inclusive Educational Models and Technologies for Equity and Diversity by Escudeiro, Paula,Escudeiro, Nuno,Bernardes, Oscar Pdf

Despite the increased adoption of digital education materials during the pandemic, there is a persistent issue of educational inequity and exclusion, especially for students in rural areas and those with diverse disabilities. Digital technologies have the potential to expand and liberate education, but their inconsistent history raises questions about their effectiveness in addressing these challenges. Implementing Inclusive Educational Models and Technologies for Equity and Diversity offers a comprehensive and timely reference source that aims to provide an opportunity for reflection on the crucial issue of inclusion and equity in the context of educational improvements. This research book provides relevant academic work, empirical research findings, and an overview of this relevant field of study. It also covers recommended topics such as mobile and blended learning, teaching, and learning strategies, technological concerns, and ethical and sociological concerns such as accessibility for users with diverse disabilities and addressing individual differences. By providing a platform for research opportunities and increasing understanding of inclusion and equity in education, the book can contribute to the development of effective strategies and tactics to create inclusive educational environments that leverage digital technologies.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Author : Correia, Anacleto,Simões-Marques, Mário
Publisher : IGI Global
Page : 459 pages
File Size : 50,6 Mb
Release : 2023-07-10
Category : Business & Economics
ISBN : 9781668491676

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Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by Correia, Anacleto,Simões-Marques, Mário Pdf

How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms

Author : Courtney-Dattola, Ashley
Publisher : IGI Global
Page : 805 pages
File Size : 54,6 Mb
Release : 2021-12-17
Category : Education
ISBN : 9781799884071

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Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms by Courtney-Dattola, Ashley Pdf

Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Author : Martínez-Hita, María,Carrasco, Cosme Jesús Gómez,Miralles-Martínez, Pedro
Publisher : IGI Global
Page : 360 pages
File Size : 46,7 Mb
Release : 2022-06-30
Category : Education
ISBN : 9781668452417

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Cases on Historical Thinking and Gamification in Social Studies and Humanities Education by Martínez-Hita, María,Carrasco, Cosme Jesús Gómez,Miralles-Martínez, Pedro Pdf

Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.

Developing Skills and Competencies for Digital and Green Transitions

Author : Ordóñez de Pablos, Patricia,Almunawar, Mohammad Nabil,Anshari, Muhammad
Publisher : IGI Global
Page : 391 pages
File Size : 43,6 Mb
Release : 2023-08-29
Category : Education
ISBN : 9781668490907

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Developing Skills and Competencies for Digital and Green Transitions by Ordóñez de Pablos, Patricia,Almunawar, Mohammad Nabil,Anshari, Muhammad Pdf

In today's rapidly changing digital world, the need for education to keep pace with technology has never been more important. However, the traditional education system is struggling to adapt to these changes, and many students are not acquiring the digital skills and competencies needed to thrive in the current job market. At the same time, there is a growing need for sustainability and green education to address the pressing issues of climate change and create more resilient and inclusive societies. Developing Skills and Competencies for Digital and Green Transitions provides a persuasive solution to these pressing problems. By exploring the intersection of green education and digital technologies, this book offers a comprehensive approach to transforming education in the digital era. Through its innovative topics and methodologies, this book provides a platform for international collaboration, fostering the development of new digital technologies for education and accelerating innovation in educational technologies. It offers insights into how green education and advanced information technologies can be applied in the education sector to create more resilient, climate-neutral, and green economies and societies. With its focus on inclusiveness and sustainability, this book is a valuable resource for students, academics, policymakers, and other stakeholders looking to build a more sustainable future.