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4 results for ""
TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms By Seann Dikkers, et al.
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Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how... More > teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you’d expect.  < Less
Real-Time Research: Improvisational Game Scholarship By Kurt Squire et al.
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Real-Time Research is all about reconnecting with the thrill of discovery that initially led us into the age of science - ask an intriguing question, refine it with a diverse group of exciting minds,... More > then go look for an answer. This zooms in on what is fun about science and excites the desire to quickly test more and more ideas, questions, and projects. This book not only equips you to coordinate RTR experiences, but provides a delightful collection of RTR group findings from the last two years in the fields of education, gaming, and media studies for you to enjoy and use. Each provides a glimpse into the playful minds of today’s leading scholars.< Less
Real-Time Research: Improvisational Game Scholarship By Kurt Squire et al.
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Real-Time Research is all about reconnecting with the thrill of discovery that initially led us into the age of science - ask an intriguing question, refine it with a diverse group of exciting minds,... More > then go look for an answer. This zooms in on what is fun about science and excites the desire to quickly test more and more ideas, questions, and projects. This book not only equips you to coordinate RTR experiences, but provides a delightful collection of RTR group findings from the last two years in the fields of education, gaming, and media studies for you to enjoy and use. Each provides a glimpse into the playful minds of today’s leading scholars.< Less
Mobile Media Learning: amazing uses of mobile devices for learning By Seann Dikkers, John Martin, Bob Coulter
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Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning... More > shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.< Less