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Author: Ryan L. Schaaf View as:     Display per page

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9781544355023 Academic Inspection Copy
  • A Brief History of the Future of Education

  • Learning in the Age of Disruption
  • Apps and advanced algorithms can't replace teachers - more accurately, they can't replace good teachers. However, based on the way many teachers often spend their time, adaptive hardware and software can and will automate many traditional teaching and learning tasks such as delivering content, assessing learning, and communicating with parents. This book considers how visual learning; social learning; the age of super-mobility; and big data, gaming, and personalization are changing the face of education. Educational leaders will have to help create a vision to change traditional schools. Technology learning specialists will have to help educators and leaders alike in embracing tools to improve modern-day teaching, learning, and assessment.
  • ISBN-13: 9781544355023 (Paperback)
  • Publisher: CORWIN PRESS, INC.
    Imprint: CORWIN PRESS, INC.
  • Price:
    AUD $86.99
  • Stock: 0 in stock
  • Local release date: 06/05/2019
  • Availability: This book is temporarily out of stock, order will be despatched as soon as fresh stock is received.
  • Categories: Educational strategies & policy [JNF]Organization & management of education [JNK]Educational equipment & technology,CAL [JNV]
9781483359601 Academic Inspection Copy
  • Making School a Game Worth Playing

  • Digital Games in the Classroom
  • Integrate game-based learning for 21st Century skills success! Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom. This practical guide helps teachers 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, a revised Bloom's Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning! "This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels." -Carrie Trudden, Educational Technology Teacher Howard County Public School System, Clarksville, MD "Schaaf and Mohan present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games." -Danea A. Farley, Associate Professor and Coordinator of Technology Notre Dame of MD University
  • ISBN-13: 9781483359601 (Paperback)
  • Publisher: CORWIN PRESS, INC.
    Imprint: CORWIN PRESS, INC.
  • Price:
    AUD $64.99
  • Stock: 0 in stock
  • Local release date: 18/06/2014
  • Availability: This book is temporarily out of stock, order will be despatched as soon as fresh stock is received.
  • Categories: Educational equipment & technology,CAL [JNV]
Page 1 of 1 (2 items)