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Offers an introduction to social and cultural studies of new literacies from the perspectives of educators, education researchers and learners. This title focuses on how participating in social practices of literacies can be seen and understood in terms of people becoming insiders to ways of "doing" and "being".
English Teaching and New Literacies Pedagogy: Interpreting and Authoring Digital Multimedia Narratives is about the fusion of media and narrative, and explores theoretical and practical dimensions of young people's engagement with contemporary forms of text.
This book provides an expansive guide for designing and conducting robust qualitative research across a diverse range of purposes concerned with understanding new literacies in theory and in practice. It is based on the idea that one of the best ways of learning how to do good research is by following the approaches taken by excellent researchers.
The chapters in this book introduce an array of theoretical constructs from education, sociology, linguistics and media studies, while presenting a new inside perspective on new literacies research in Brazil. They provide a useful set of ideas, tools and analytical frameworks for researchers, teachers, and students concerned with technology-enhanced education and social inclusion.
Educators Online fills a significant need, introducing educators to social and collaborative technologies that will enrich their own lives and those of their students. This book focuses on why teachers should use these technologies; thus, even as the technology evolves, this book will be seminal.
Youth Community Inquiry offers a detailed look at how young people use new media to help their communities thrive. Chapters address questions about learning, digital technology, and community engagement through the theory of community inquiry. The book concludes with an overview of a curriculum that readers may adapt for their own settings.
Youth Community Inquiry offers a detailed look at how young people use new media to help their communities thrive. Chapters address questions about learning, digital technology, and community engagement through the theory of community inquiry. The book concludes with an overview of a curriculum that readers may adapt for their own settings.
This book provides an expansive guide for designing and conducting robust qualitative research across a diverse range of purposes concerned with understanding new literacies in theory and in practice. It is based on the idea that one of the best ways of learning how to do good research is by following the approaches taken by excellent researchers.
The chapters in this book introduce an array of theoretical constructs from education, sociology, linguistics and media studies, while presenting a new inside perspective on new literacies research in Brazil. They provide a useful set of ideas, tools and analytical frameworks for researchers, teachers, and students concerned with technology-enhanced education and social inclusion.
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning.
This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum.
Practicing Futures: A Civic Imagination Action Handbook is a practical guide for community leaders, educators, creative professionals and change-makers who want to sharpen their visions for the future and understandings of the how the past affects them.
Examines how common e-learning technologies open up compelling, if limited, experiential spaces for users, similar to the imaginary worlds opened up by works of fiction. This book shows these differences to be of central importance for teaching and learning.
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators-known as "The Tribe"-teaches with games.
This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching.
Adolescents' Online Literacies
New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes.
This revised edition of Adolescents' Online Literacies: Connecting Classrooms, Digital Media, and Popular Culture features a variety of digital tools for humanizing pedagogy. The contributors of these chapters - educators, consultants, and researchers who span two continents - focus on ways to incorporate and use the digital literacies that young people bring to school.
New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes.
From Digital to Analog delves into the origins of digitization and its effects on contemporary culture. The book challenges the "common sense" assertion that digitization is just another step in the evolution of the culture of the editorial, film and recorded music industries and their enforcement of copyright laws.
This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum.
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
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