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Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom
Author: Annalisa Raffone
Publisher: Cambridge Scholars Publishing
Total Pages: 212
Release: 2023-03-28
Genre: Foreign Language Study
ISBN: 1527594246

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This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.


Game On

Game On
Author: Ryan L. Schaaf
Publisher: Solution Tree Press
Total Pages: 160
Release: 2016-10-25
Genre: Education
ISBN: 1936763982

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Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources


Digital Storytelling in the Classroom

Digital Storytelling in the Classroom
Author: Jason B. Ohler
Publisher: Corwin Press
Total Pages: 305
Release: 2013-03-26
Genre: Education
ISBN: 145227746X

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A must-read for incorporating digital literacy into your classroom! Equip your students with essential 21st-century media literacy skills, as they read, write, speak, and create art within the context of digital storytelling, and reach deeper understandings in all areas of the curriculum! In this second edition, both novice and technologically adept K-12 educators will find: Practical techniques to combine storytelling with curriculum content Tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art Visual aids and video clips that illustrate best practices in media composition


Computer Games in the EFL Classroom

Computer Games in the EFL Classroom
Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
Total Pages: 122
Release: 2014-02-01
Genre: Foreign Language Study
ISBN: 3954895684

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Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.


Making School a Game Worth Playing

Making School a Game Worth Playing
Author: Ryan Schaaf
Publisher: Corwin Press
Total Pages: 205
Release: 2014-06-05
Genre: Education
ISBN: 1483375137

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Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!


Telling Stories Differently

Telling Stories Differently
Author: Janet Condy
Publisher: AFRICAN SUN MeDIA
Total Pages: 200
Release: 2015-09-01
Genre: Education
ISBN: 1920689850

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ÿThe aim of this book is to share a relatively loose collection of studies using digital storytelling as a pedagogical tool in Cape Peninsula University of Technology (CPUT). The book takes an informed social justice approach to teaching and learning, at the heart of which is the exploration of DST as a practice of voice and agency. Voice and agency are important in excavating and recovering subjugated identities, and moving the concerns of those occupying subaltern spaces to the mainstream of teaching and learning. Yet this discursive shift is not without inherent challenges. Multi-modal technologies are reflective of wider inequities in the so-called technological divide. Whilst this is a book about higher education, there are important lessons for schooling. On the one hand, the book is a powerful demonstration of the potential of DST for enhancing learning in schools, particularly in schools serving the poor and marginalised. On the other hand, improving teaching and learning in higher education, through the creative use of technology, is essential to overcome the learning challenges of those entering tertiary level institutions.


Digital Storytelling

Digital Storytelling
Author: Kay Teehan
Publisher: Lulu.com
Total Pages: 110
Release: 2006
Genre: Education
ISBN: 1430300922

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Digital Storytelling is a tool that was created to integrate the newest technology in the classroom. It has proven to be a powerful tool indeed. It is said that the reason for its power lies with the type of students we teach each day in our schools. Students today are multi-taskers, creative, and visual learners. They have grown up in a world of multimedia and respond to audio-visual in positive ways. Given the opportunity to tell their stories using digital storytelling models, they are transformed into self-motivated information consumers. Our job, as educators, becomes one of utilizing their natural gravitation to technology to fit our purposes of teaching state and national standards.


The Instructional Value of Digital Storytelling

The Instructional Value of Digital Storytelling
Author: Patricia McGee
Publisher: Routledge
Total Pages: 206
Release: 2014-12-17
Genre: Education
ISBN: 1135072744

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Although storytelling has been recognized as an effective instructional strategy for some time, most educators are not informed about how to communicate a story that supports learning—particularly when using digital media. The Instructional Value of Digital Storytelling provides a broad overview of the concepts and traditions of storytelling and prepares professors, workplace trainers, and instructional designers to tell stories through 21st century media platforms, providing the skills critical to communication, lifelong learning, and professional success. Using clear and concise language, The Instructional Value of Digital Storytelling explains how and why storytelling can be used as a contemporary instructional method, particularly through social media, mobile technologies, and knowledge-based systems. Examples from different sectors and disciplines illustrate how and why effective digital stories are designed with learning theory in mind. Applications of storytelling in context are provided for diverse settings within higher education as well as both formal and informal adult learning contexts.


Digital Storytelling for Educative Purposes

Digital Storytelling for Educative Purposes
Author: Phillip Alexander Towndrow
Publisher: Springer Nature
Total Pages: 226
Release: 2020-11-28
Genre: Education
ISBN: 9811587272

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This book is an exposition of a curriculum innovation within the complex yet fertile ground of school-based education in Singapore. Beyond straightforward descriptions and protocols, this book purposefully connects classroom practices with theories in a clear, uncomplicated way. The result provides a series of rationales for action, reflection and understanding that other publications in digital storytelling sometimes fail to cover or explain in sufficient detail. Broadly, these include digital multimodal authorship; teachers’ and students’ storytelling task design and assessment; the use of digital storytelling as a reflective and reflexive expression of teachers’ professionalism; and dialogism in classroom practice.


Digital Stories and Their Integration in Early Childhood and Primary Education

Digital Stories and Their Integration in Early Childhood and Primary Education
Author: Jim Prentzas
Publisher: Nova Science Publishers
Total Pages: 0
Release: 2016
Genre: Digital storytelling
ISBN: 9781536100013

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This book is an edited collection of chapters regarding the integration of digital stories in the classroom, focusing on early childhood and primary education. Storytelling has always been an effective way of teaching all ranges of subjects at all educational levels, especially in early childhood and primary education. Digital storytelling combines the advantages of storytelling and digital tools. Digital stories attract the interest of students and provide them with motives to take part in learning activities in collaboration with their classmates and teachers. They have become a popular resource of Information and Communications Technology (ICT). Digital stories can be a valuable tool to educators. However, as is the case with many ICT resources, teachers need practical ideas about how to integrate them in teaching and learning. This book covers a gap in the international bibliography regarding digital storytelling. It discusses teaching scenarios that exploit digital stories in a wide range of subjects in early childhood and primary education. Subjects covered in teaching scenarios discussed in this book include language, time concepts, music, poetry, social tolerance in multicultural societies, mathematics, environmental issues, foreign language learning, healthy nutrition, mythology and geography. Such a diversity of issues concerning integration of digital stories in early childhood and primary education has not been dealt with in other published books until now. The discussed teaching scenarios involve two- and three-dimensional digital stories implemented with the visual programming tools Scratch and Alice. Scratch is implemented by the Massachusetts Institute of Technology (MIT) and enables the creation of two-dimensional multimedia applications. Alice is implemented by Carnegie Mellon and enables the creation of three-dimensional multimedia applications. Both of these tools are available at no charge and are popular in education throughout the world. The created digital stories have been combined with self-assessment e-activities created with JClic to provide further advantages to students. JClic is a free software tool implemented in Spain that enables the creation of interactive assessment activities addressed to early childhood and elementary education. The book is organised into three main parts and consists of ten chapters. The first part consists of two chapters discussing general background issues concerning storytelling, ICT and digital storytelling in education. The second part consists of four chapters discussing teaching scenarios involving early childhood education. The third part consists of four chapters discussing teaching scenarios regarding primary education.