Children s Software New Media Revue

Children s Software   New Media Revue
Author: Anonim
Publsiher: Unknown
Total Pages: 146
Release: 2004
Genre: Children's software
ISBN: IND:30000008598439

Download Children s Software New Media Revue Book in PDF, Epub and Kindle

Children s Software New Media Revue

Children s Software   New Media Revue
Author: Anonim
Publsiher: Unknown
Total Pages: 556
Release: 2001
Genre: Children's software
ISBN: MINN:31951P00972439T

Download Children s Software New Media Revue Book in PDF, Epub and Kindle

Educational Research and Innovation Education in the Digital Age Healthy and Happy Children

Educational Research and Innovation Education in the Digital Age Healthy and Happy Children
Author: OECD
Publsiher: OECD Publishing
Total Pages: 207
Release: 2020-10-15
Genre: Electronic Book
ISBN: 9789264706491

Download Educational Research and Innovation Education in the Digital Age Healthy and Happy Children Book in PDF, Epub and Kindle

The COVID-19 pandemic was a forceful reminder that education plays an important role in delivering not just academic learning, but also in supporting physical and emotional well-being. Balancing traditional “book learning” with broader social and personal development means new roles for schools and education more generally.

Children s Software Revue

Children s Software Revue
Author: Anonim
Publsiher: Unknown
Total Pages: 194
Release: 2001
Genre: Children's software
ISBN: MINN:31951P00788452F

Download Children s Software Revue Book in PDF, Epub and Kindle

New Media and Learning in the 21st Century

New Media and Learning in the 21st Century
Author: Tzu-Bin Lin,Victor Chen,Ching Sing Chai
Publsiher: Springer
Total Pages: 216
Release: 2015-02-25
Genre: Education
ISBN: 9789812873262

Download New Media and Learning in the 21st Century Book in PDF, Epub and Kindle

This volume brings together conceptualizations and empirical studies that explore the socio-cultural dimension of new media and its implications on learning in the 21st century classroom. The authors articulate their vision of new-media-enhanced learning at a global level. The high-level concept is then re-examined for different degrees of contextualization and localization, for example how a specific form of new media (e-reader) changes specific activities in different cultures. In addition, studies based in Singapore classrooms provide insights as to how these concepts are being transformed and implemented by a co-constructive effort on the part of researchers, teachers and students. Singapore classrooms offer a unique environment to study the theory-practice nexus in that they are high achieving, implicitly grounded in the eastern cultural values and well-equipped with ICT infrastructure. While these studies are arguably the state-of-the-art exemplars that synergize socio-cultural and technological affordances of the current learning environments, they also serve as improvable ideas for further innovations. The interplay between theory and practice lends support to the reciprocal improvements for both. This book contributes to the continuing debate in the field, and will lead to better learning environments in the 21st century.

Derivative Rights Moral Rights and Movie Filtering Technology

Derivative Rights  Moral Rights  and Movie Filtering Technology
Author: United States. Congress. House. Committee on the Judiciary. Subcommittee on Courts, the Internet, and Intellectual Property
Publsiher: Unknown
Total Pages: 116
Release: 2004
Genre: Business & Economics
ISBN: LOC:00133756826

Download Derivative Rights Moral Rights and Movie Filtering Technology Book in PDF, Epub and Kindle

Bologna children s book fair catalogue

Bologna children s book fair catalogue
Author: Anonim
Publsiher: Unknown
Total Pages: 540
Release: 2003
Genre: Illustrated children's books
ISBN: UOM:39015082806509

Download Bologna children s book fair catalogue Book in PDF, Epub and Kindle

Engineering Play

Engineering Play
Author: Mizuko Ito
Publsiher: MIT Press
Total Pages: 247
Release: 2012-02-10
Genre: Education
ISBN: 9780262291552

Download Engineering Play Book in PDF, Epub and Kindle

How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.