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Learning in the Age of Digital Reason
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Learning in the Age of Digital ReasonLearning in the Age of Digital Reason contains 16 in-depth dialogues between Petar Jandrić and leading scholars and practitioners in diverse fields of history, philosophy, media theory, education, practice, activism, and arts. The book creates a postdisciplinary snapshot of our reality, and the ways we experience that reality, at the moment here and now. It historicises our current views to human learning, and experiments with collective knowledge making and the relationships between theory and practice. It stands firmly at the side of the weak and the oppressed, and aims at critical emancipation. Learning in the Age of Digital Reason is playful and serious.
 
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Tags: Learning, Reason, Digital, practice, theory
Handbook on Digital Learning for K-12 Schools
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Handbook on Digital Learning for K-12 SchoolsThis book guides the adoption, design, development and expectation of future digital teaching and learning projects/programs in K12 schools. It provides a series of case studies and reports experiences from international digital teaching and learning projects in K12 education. The book also furnishes advice for future school policy and investment in digital teaching and learning projects. Finally, the book provides an explanation of the future capacity and sustainability of digital teaching and learning in K12 schools.
 
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Tags: digital, teaching, learning, future, projects
Digital Resources for Learning
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Digital Resources for LearningThis book addresses the theory and practice of using digital resources for contemporary learning, and how such resources can be designed, developed, and employed in a variety of learning activities and with various devices. Drawing on insights into learning theory, educational research and the practical design of digital resources for learning that the author has gained over the past 20 years, the book provides the first classification guide to digital resources for learning and links various types of digital resources for learning to both contemporary curriculum design and learning design models.
 
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Tags: learning, resources, digital, design, various
Choosing and Using Digital Games in the Classroom: A Practical Guide
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Choosing and Using Digital Games in the Classroom: A Practical GuideThis 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.
 
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Tags: games, education, digital, methods, through
Digital Play: Computer games and language aims
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Digital Play: Computer games and language aimsDigital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers: guidance on taking on the challenge of the digital revolution, insight into how learners engage with gaming outside the classroom, advice and activities for effectively bringing the world of gaming inside the classroom.
 
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Tags: classroom, Digital, their, gaming, teaching
U.S. Government Flash books
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Flash books - U.S. GovernmentFlash books - U.S. Government

A flipbook version of the True Book with page-turning and read-along features (embedded AUDIO in each flash book), chapter tabs, and vocabulary terms indentified and defined. The “book” has been transformed into a versatile digital resource enabling the student to exercise the non-linear reading and viewing behaviors that we know take place with digital content.

REUPLOAD NEEDED

 
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Tags: digital, non-linear, exercise, student, resource, Government, Flash, books
Ricky the Robot 2 : Reader
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Ricky the Robot 2 : ReaderRicky the Robot is the new course that really reflects young children’s tastes and interests. Children will learn English with Ricky without even noticing it, through fun and innovative characters, attractive illustrations, engaging stories and a wide variety of digital materials, while teachers will love the innovative but easy-to-use range of top classroom resources.
 
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Tags: Ricky, innovative, Robot, variety, digital