Buch, Englisch, 216 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 3518 g
Reihe: Education Innovation Series
A Socio-Cultural Perspective
Buch, Englisch, 216 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 3518 g
Reihe: Education Innovation Series
ISBN: 978-981-10-1328-7
Verlag: Springer Nature Singapore
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1 Emerging Practices and Issues of New Media and Learning.- Chapter 2 Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory Culture.- Chapter 3 Learning, Becoming, Embodying: A review of Embodiment in An Era of Learning with Contemporary Media.- Chapter 4 Games-to-teach or Games-to-learn: Addressing the Learning Needs of 21st Century Education through Performance.- Chapter 5 Issues and Challenges of Enacting Game-Based Learning in Schools.- Chapter 6 The Digital Textbook in South Korea: Opportunities and Challenges.- Chapter 7 The Construction of Media in Education Policies: A Comparative Study of Singapore and Taiwan.- Chapter 8 Forecast the Scarcity of Game Generation: Digital Game Literacy.- Chapter 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 phenomenon.- Chapter 11 Towards a Web 2.0 TPACK Lesson Design Framework: Applications of a Web 2.0 TPACK survey of Singapore pre-service teachers.- Chapter 12 Learning by Doing in the Digital Media Age.- Chapter 13 Singapore Youth’s Digital Culture of Informal Learning.