In a concise and accessible 14-chapter format, Essentials of Psychology, 4/e, retains key features of Bernstein's, Psychology, 7/e, including Thinking Critically, Focus on Research, and Linkages. Combining extensive pedagogical support and emphasis on active learning, the text challenges students to "learn by doing"--to actively participate using materials from the text and to think about what they're learning as opposed to passively receiving written information.
The fourth edition of this bestselling book examines the breadth of lifelong learning from Adult and Further Education through to training in private and public industry and commerce. Revised and updated throughout to include recent initiatives and developments in the field, it is the definitive textbook on learning, teaching, resources, course planning and assessment in all areas of post-compulsory education and training.
This text is essential reading for teachers and students training to teach in post-compulsory education.
3 levels: Beginner, Intermediate and Advanced, each level has 3 CDs. It is a software that teaches you English by listening and watching. The Connections series is a world leader for English and foreign language learning in both the business and education markets. All of the courses cover a wide range of topics providing comprehensive training in the language of business and travel. The language is presented using extensive video footage and sound files, then practised and tested using a variety of role-plays and exercises.
During the last ten years the ELP has increasingly become a reference tool for language learning and teaching in primary, secondary and tertiary educational settings all around Europe. The editors of this volume believe that there is a need to reflect on the significant contribution that the ELP has delivered for language learning and teaching, and to critically evaluate its achievements.
This book is intended for a readership of language teachers and researchers across Europe. It will be of particular relevance to those engaged in language learning and teaching within the Common European Framework of Reference, supporting independent learning and developing a language curriculum.
The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development.The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching?