Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
"This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources ...
"This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources ...
"This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources ...
Sam von Gillern et al Pelletier, C. (2009) “Games and Learning: What's the Connection”, International Journal of Learning and Media, ... In Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp.
Spanish Teacher Attitudes Towards Digital GameBased Learning: An Exploratory Study Based on the TPACK Model. In C.-A. Lane (Ed.), Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp. 554–578).
... please visit: www.igi-global.com/book-series/advances-game-based-learning/73680 Handbook of Research on ... H/C (ISBN: 9781799886457) • US $285.00 Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based ...
The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so ...
Retrieved October 14, 2005, from http:// www.vancouver.wsu.edu/fac/peabody/gamebook/Coverpage.html Cumming, J., & Owen, C. (2001). Reforming schools through innovative teaching. Hobart, Australia: Australian College of Education.
Gamification and Game - Based Learning : Motivating Social Sciences Education . In Information Resources Management ... An empirical study comparing gamification and social networking on e - learning . ... Heinemann Educational Books .
Educational and Developmental Psychologist. doi:10.1080/20590776.2021.1997066 Schlesselman, L. S. (2000). ... In C. Lane (Ed.), Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (pp. 78–106).