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Teaching Victorian Literature in the Twenty-First Century: A Guide to Pedagogy
Teaching Victorian Literature in the Twenty-First Century: A Guide to PedagogyThis edited collection offers undergraduate Literature instructors a guide to the pedagogy and teaching of Victorian literature in liberal arts classrooms. With numerous essays focused on thematic course design, this volume reflects the increasingly interdisciplinary nature of the literature classroom. A section on genre provides suggestions on approaching individual works and discussing their influence on production of texts. Sections on digital humanities and “out of the classroom” approaches to Victorian literature reflect current practices and developing trends.
Tags: Victorian, literature, Literature, classroom, digital
On Screen B2+: Workbook & Grammar Book
On Screen B2+: Workbook & Grammar BookOn Screen is a four-course in English, which thanks to the different components can be successfully used both in secondary schools and on language courses and universities. A series of cuts begin learning of a Pre-Intermediate (B1) and to continue on at Intermediate (B1 + / B2) Upper-Intermediate (B2 +) and Advanced (C1). The aim of the course is to prepare students to actively function in the modern world where English is an essential communication tool. Digital support science components: manual in digital format (Interactive eBook) and software for interactive whiteboards (Interactive Whiteboard Software).
Tags: Screen, components, Interactive, English, Digital
Learning in the Age of Digital Reason
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.
Tags: Learning, Reason, Digital, practice, theory
Handbook on Digital Learning for K-12 Schools
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.
Tags: digital, teaching, learning, future, projects
Digital Resources for Learning
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.
Tags: learning, resources, digital, design, various
Choosing and Using Digital Games in the Classroom: A Practical Guide
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.
Tags: games, education, digital, methods, through
Digital Play: Computer games and language aims
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.
Tags: classroom, Digital, their, gaming, teaching