teachercraft how teachers learn to use minecraft in their classrooms

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Teachercraft How Teachers Learn To Use Minecraft In Their Classrooms

Author : Seann Dikkers
ISBN : 9781312832565
Genre : Education
File Size : 38. 12 MB
Format : PDF, ePub, Mobi
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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 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. "

Minecraft In The Classroom

Author : Colin Gallagher
ISBN : 9780133858013
Genre : Education
File Size : 67. 4 MB
Format : PDF, Mobi
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Offers essential advice and captivating projects for using Minecraft to enhance students' learning experience. Learn how educators are using Minecraft as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

Teacher Pioneers

Author : Caroline C. Williams
ISBN : 9781365318153
Genre : Education
File Size : 20. 21 MB
Format : PDF, Docs
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Teachers work with students, parents, administrators, coaches, camp counselors, education researchers, postsecondary institutions, teachers of other grades and other subjects-in short, teachers accomplish their daily miracles through collaboration by asking questions about what they don't know and sharing what they do. This book was written by teacher pioneers to share their collaborating, their designing, and their exploring.

Serious Games And Edutainment Applications

Author : Minhua Ma
ISBN : 9783319516455
Genre : Computers
File Size : 77. 55 MB
Format : PDF, ePub, Mobi
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Affinity Online

Author : Mizuko Ito
ISBN : 9781479852758
Genre : Social Science
File Size : 43. 29 MB
Format : PDF, ePub
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How online affinity networks expand learning and opportunity for young people Boyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity networks, Affinity Online considers how young people have found new opportunities for expanded learning in the digital age. These cases reveal the shared characteristics and unique cultures and practices of different online affinity networks, and how they support “connected learning”—learning that brings together youth interests, social activity, and accomplishment in civic, academic, and career relevant arenas. Although involvement in online communities is an established fixture of growing up in the networked age, participation in these spaces show how young people are actively taking up new media for their own engaged learning and social development. While providing a wealth of positive examples for how the online world provides new opportunities for learning, the book also examines the ways in which these communities still reproduce inequalities based on gender, race, and socioeconomic status. The book concludes with a set of concrete suggestions for how the positive learning opportunities offered by online communities could be made available to more young people, at school and at home. Affinity Online explores how online practices and networks bridge the divide between in-school and out-of-school learning, finding that online affinity networks are creating new spaces of opportunity for realizing the ideals of connected learning.

Serious Play

Author : Catherine Beavis
ISBN : 9781134979042
Genre : Education
File Size : 56. 92 MB
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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Hanging Out Messing Around And Geeking Out

Author : Mizuko Ito
ISBN : 9780262258265
Genre : Technology & Engineering
File Size : 27. 12 MB
Format : PDF
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Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings -- at home, in after-school programs, and in online spaces. Integrating twenty-three case studies -- which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups -- in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

Passions Pedagogies And Twenty First Century Technologies

Author : Gail E. Hawisher
ISBN : 0874212588
Genre : Education
File Size : 45. 36 MB
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Gail Hawisher and Cynthia Selfe created a volume that set the agenda in the field of computers and composition scholarship for a decade. The technology changes that scholars of composition studies faced as the new century opened couldn't have been more deserving of passionate study. While we have always used technologies (e.g., the pencil) to communicate with each other, the electronic technologies we now use have changed the world in ways that we have yet to identify or appreciate fully. Likewise, the study of language and literate exchange, even our understanding of terms like literacy, text, and visual, has changed beyond recognition, challenging even our capacity to articulate them. As Hawisher, Selfe, and their contributors engage these challenges and explore their importance, they "find themselves engaged in the messy, contradictory, and fascinating work of understanding how to live in a new world and a new century." The result is a broad, deep, and rewarding anthology of work still among the standard works of computers and composition study.

Certamen

Author : Michael Adderley
ISBN : 1987427246
Genre :
File Size : 23. 57 MB
Format : PDF
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Cass is graduating in a few months, but between cramming mythology, running an art blog, and keeping up with that cute girl from Tumblr, she has no time to worry about what comes next. Brian is worried that everyone sees him as a robot. He knows that getting his first girlfriend will be the perfect way to show his friends that he is more than he appears. Katie wants to help her friend out of a bad situation and avoid letting her team down. That dreamboat from the rival team is nothing but a distraction. Jeff knows that he is destined to go to a top medical school. He'll prove himself worthy or die trying. All Spencer wants is his boyfriend back. It can be hard to keep a Certamen team afloat. Can these five competitors come together to beat the competition and make it to Latin State? Or will high school tear them apart first?

Game Research Methods An Overview

Author : Patri Lankoski
ISBN : 9781312884731
Genre : Education
File Size : 90. 20 MB
Format : PDF, ePub
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Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.

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