Technology is changing not only how people write, but also how they learn to write. These profound changes require teachers to reconsider their pedagogical practices in the teaching of writing. This... More > books shares instructional approaches from experienced teacher educators in the areas of writing, teacher education, and technology. Chapters explore teachers personal experiences with writing and writing instruction, effective pedagogical practices in methods writing courses, and professional development opportunities that effectively integrate technology into the writing classroom and contribute to students’ growth as writers and users of technology. This collected volume provides as up-to-date understanding of how teachers are prepared to teach writing using technology.< Less
Charm Bracelet Project: Culture and Community on Pittsburgh’s North Side tells the story of cultural, educational and recreational organizations transforming traditional understandings of how... More > institutions make community impact. This publication offers a portfolio of projects as well as descriptions and insights that showcase how a network of organizations worked collectively to foster vibrancy at the street level and constructively impacted Pittsburgh’s North Side, a corner of the city faced with substantial challenges. The ensuing partnerships and collaborations launched an intentional practice of sharing agendas and joining agendas by and between the ‘charms’ of the North Side, creating a ‘bracelet’ on the North Side to strengthen family experiences, guide future development and invigorate the everyday spaces of a city. < Less
"Entertainment Engineering." You may ask, "what has Engineering to do with Entertainment, other than the design of roller coasters?" The reality is that engineering lies behind... More > almost every type of entertainment, from the press that printed this book, through special effects in many movies, to the creation of "rides" based upon flight simulators and industrial robots.
Entertainment has more influence on popular culture than almost anything you can name. In this book we begin in Part 1 by looking at the entertainment industry in general, with a focus on delighting the customers. We ask what is unique/special about the domain Entertainment, we look at the broad scope of Entertainment, and end by asking the reader to think about their own entertainment preferences. In Part 2 we examine exactly how the behind-the-scenes engineering contributes to many specific types of entertainment.< Less
This is the second volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and... More > learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research, learning sciences, industry, government, educational practice, media design, and business.< Less