Dont Bother Me Im Learning My History Through A Digital Game PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Dont Bother Me Im Learning My History Through A Digital Game PDF full book. Access full book title Dont Bother Me Im Learning My History Through A Digital Game.

Don't Bother Me! I'm Learning My History Through a Digital Game

Don't Bother Me! I'm Learning My History Through a Digital Game
Author: Anna Chartofili
Publisher: Eliva Press
Total Pages: 124
Release: 2020-09-18
Genre:
ISBN: 9781952751851

Download Don't Bother Me! I'm Learning My History Through a Digital Game Book in PDF, ePub and Kindle

The definition of the content of local history is still problematic. Until the second half of the previous century, local history was viewed as a rather negligible subset of academic history. In addition, there is the wrong impression that local history is about places of high historical status. On the other hand, games should not be treated merely as a way of entertainment nor should be considered that are aimed only at young ages. The participation of an individual in games has an essential effect in his psychological state. In this sense, it is a remarkable factor in the formation of human personality. The boom in the video game industry from the 90's onwards gathered even more interest in research and in terms of their impact in education. The results of these surveys provided very interesting data. The impact of digital games is great and they were expected to gain ground very quickly in the educational range, both at school and academic level. Don't bother me! I'm learning my History through a digital game: Research and Theory provides a clear and concise theoretical overview of the field of digital games and local history from a cross-disciplinary perspective. Taking into account research and theory from areas as computer science, humanities, education, folklore and game design, this book aims to synthesize work related to the content and the importance of local history, as well as the value of digital games, comparing them to traditional teaching. In the second part of the book, are presented the implementation and the results of a research in which, the Local History of Nisyros was taught using printed material, board games and digital games. This book is an essential guide for researchers, designers, teachers, practitioners and policy makers who want to better understand the relationship between games and education.


Don't Bother Me Mom--I'm Learning!

Don't Bother Me Mom--I'm Learning!
Author: Marc Prensky
Publisher: Paragon House Publishers
Total Pages: 286
Release: 2006-02-14
Genre: Education
ISBN:

Download Don't Bother Me Mom--I'm Learning! Book in PDF, ePub and Kindle

Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.


Teaching Digital Natives

Teaching Digital Natives
Author: Marc R. Prensky
Publisher: Corwin Press
Total Pages: 225
Release: 2010-03-29
Genre: Education
ISBN: 1452271402

Download Teaching Digital Natives Book in PDF, ePub and Kindle

A new paradigm for teaching and learning in the 21st century! Marc Prensky, who first coined the terms "digital natives" and "digital immigrants," presents an innovative model that promotes student learning through the use of technology. Discover how to implement partnership learning, in which: Digitally literate students specialize in content finding, analysis, and presentation via multiple media Teachers specialize in guiding student learning, providing questions and context, designing instruction, and assessing quality Administrators support, organize, and facilitate the process schoolwide Technology becomes a tool that students use for learning essential skills and "getting things done"


A Guide to Designing Curricular Games

A Guide to Designing Curricular Games
Author: Janna Jackson Kellinger
Publisher: Springer
Total Pages: 354
Release: 2016-10-19
Genre: Education
ISBN: 3319423932

Download A Guide to Designing Curricular Games Book in PDF, ePub and Kindle

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.


Brain Gain

Brain Gain
Author: Marc Prensky
Publisher: Macmillan
Total Pages: 283
Release: 2012-08-07
Genre: Psychology
ISBN: 0230338097

Download Brain Gain Book in PDF, ePub and Kindle

Most people use technology to help them keep track of their daily lives. Yet, we're constantly questioning if this is truly a useful 'crutch', or if we're merely damaging our own ability to think and remember. In Brain Gain, Marc Prensky argues that the power of technology improves natural cognitive abilities and benefits us.


Ditch That Textbook

Ditch That Textbook
Author: Matt Miller
Publisher:
Total Pages: 240
Release: 2015-04-13
Genre: Education
ISBN: 9781946444257

Download Ditch That Textbook Book in PDF, ePub and Kindle

Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, ePub and Kindle

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Choice

Choice
Author:
Publisher:
Total Pages: 876
Release: 1983
Genre: Academic libraries
ISBN:

Download Choice Book in PDF, ePub and Kindle


Ultralearning

Ultralearning
Author: Scott Young
Publisher: HarperCollins
Total Pages: 304
Release: 2019-08-06
Genre: Business & Economics
ISBN: 0062852744

Download Ultralearning Book in PDF, ePub and Kindle

Now a Wall Street Journal bestseller. Learn a new talent, stay relevant, reinvent yourself, and adapt to whatever the workplace throws your way. Ultralearning offers nine principles to master hard skills quickly. This is the essential guide to future-proof your career and maximize your competitive advantage through self-education. In these tumultuous times of economic and technological change, staying ahead depends on continual self-education—a lifelong mastery of fresh ideas, subjects, and skills. If you want to accomplish more and stand apart from everyone else, you need to become an ultralearner. The challenge of learning new skills is that you think you already know how best to learn, as you did as a student, so you rerun old routines and old ways of solving problems. To counter that, Ultralearning offers powerful strategies to break you out of those mental ruts and introduces new training methods to help you push through to higher levels of retention. Scott H. Young incorporates the latest research about the most effective learning methods and the stories of other ultralearners like himself—among them Benjamin Franklin, chess grandmaster Judit Polgár, and Nobel laureate physicist Richard Feynman, as well as a host of others, such as little-known modern polymath Nigel Richards, who won the French World Scrabble Championship—without knowing French. Young documents the methods he and others have used to acquire knowledge and shows that, far from being an obscure skill limited to aggressive autodidacts, ultralearning is a powerful tool anyone can use to improve their career, studies, and life. Ultralearning explores this fascinating subculture, shares a proven framework for a successful ultralearning project, and offers insights into how you can organize and exe - cute a plan to learn anything deeply and quickly, without teachers or budget-busting tuition costs. Whether the goal is to be fluent in a language (or ten languages), earn the equivalent of a college degree in a fraction of the time, or master multiple tools to build a product or business from the ground up, the principles in Ultralearning will guide you to success.


Teaching Machines

Teaching Machines
Author: Audrey Watters
Publisher: MIT Press
Total Pages: 325
Release: 2023-02-07
Genre: Education
ISBN: 026254606X

Download Teaching Machines Book in PDF, ePub and Kindle

How ed tech was born: Twentieth-century teaching machines--from Sidney Pressey's mechanized test-giver to B. F. Skinner's behaviorist bell-ringing box. Contrary to popular belief, ed tech did not begin with videos on the internet. The idea of technology that would allow students to "go at their own pace" did not originate in Silicon Valley. In Teaching Machines, education writer Audrey Watters offers a lively history of predigital educational technology, from Sidney Pressey's mechanized positive-reinforcement provider to B. F. Skinner's behaviorist bell-ringing box. Watters shows that these machines and the pedagogy that accompanied them sprang from ideas--bite-sized content, individualized instruction--that had legs and were later picked up by textbook publishers and early advocates for computerized learning. Watters pays particular attention to the role of the media--newspapers, magazines, television, and film--in shaping people's perceptions of teaching machines as well as the psychological theories underpinning them. She considers these machines in the context of education reform, the political reverberations of Sputnik, and the rise of the testing and textbook industries. She chronicles Skinner's attempts to bring his teaching machines to market, culminating in the famous behaviorist's efforts to launch Didak 101, the "pre-verbal" machine that taught spelling. (Alternate names proposed by Skinner include "Autodidak," "Instructomat," and "Autostructor.") Telling these somewhat cautionary tales, Watters challenges what she calls "the teleology of ed tech"--the idea that not only is computerized education inevitable, but technological progress is the sole driver of events.