Bibliografische Daten
ISBN/EAN: 9789812873255
Sprache: Englisch
Umfang: xii, 216 S., 6 s/w Illustr., 16 farbige Illustr.,
Auflage: 1. Auflage 2015
Einband: gebundenes Buch
Beschreibung
InhaltsangabeChapter 1 Emerging Practices and Issues of New Media and LearningChapter 2 Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory CultureChapter 3 Learning, Becoming, Embodying: A review of Embodiment in An Era of Learning with Contemporary MediaChapter 4 Games-to-teach or Games-to-learn: Addressing the Learning Needs of 21st Century Education through PerformanceChapter 5 Issues and Challenges of Enacting Game-Based Learning in SchoolsChapter 6 The Digital Textbook in South Korea: Opportunities and ChallengesChapter 7 The Construction of Media in Education Policies: A Comparative Study of Singapore and TaiwanChapter 8 Forecast the Scarcity of Game Generation: Digital Game LiteracyChapter 9 Effects of digital gaming among children and adolescents in Singapore: A summary of research findings Chapter 10 Is it still King Lear? English teachers and the e-reader phenomenonChapter 11 Towards a Web 2.0 TPACK Lesson Design Framework: Applications of a Web 2.0 TPACK survey of Singapore pre-service teachersChapter 12 Learning by Doing in the Digital Media AgeChapter 14 Singapore Youth's Digital Culture of Informal Learning
Autorenportrait
InhaltsangabeChapter 1 Emerging Practices and Issues of New Media and LearningChapter 2 Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory CultureChapter 3 Learning, Becoming, Embodying: A review of Embodiment in An Era of Learning with Contemporary MediaChapter 4 Games-to-teach or Games-to-learn: Addressing the Learning Needs of 21st Century Education through PerformanceChapter 5 Issues and Challenges of Enacting Game-Based Learning in SchoolsChapter 6 The Digital Textbook in South Korea: Opportunities and ChallengesChapter 7 The Construction of Media in Education Policies: A Comparative Study of Singapore and TaiwanChapter 8 Forecast the Scarcity of Game Generation: Digital Game LiteracyChapter 9 Effects of digital gaming among children and adolescents in Singapore: A summary of research findings Chapter 10 Is it still King Lear? English teachers and the e-reader phenomenonChapter 11 Towards a Web 2.0 TPACK Lesson Design Framework: Applications of a Web 2.0 TPACK survey of Singapore pre-service teachersChapter 12 Learning by Doing in the Digital Media AgeChapter 13 Singapore Youth's Digital Culture of Informal Learning
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