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Handbook on Digital Learning for K-12 Schools
3
 
 
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
11
 
 
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
22
 
 

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