Pedagogy Using Television Shows Games and Other Media in the Classroom

Pedagogy  Using Television Shows  Games  and Other Media in the Classroom
Author: Laura Dumin
Publsiher: Vernon Press
Total Pages: 199
Release: 2024-07-30
Genre: Education
ISBN: 9798881900274

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This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Pedagogy

Pedagogy
Author: LAURA. DUMIN
Publsiher: Vernon Press
Total Pages: 0
Release: 2024-04-19
Genre: Education
ISBN: 1648899013

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This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Mind and Media

Mind and Media
Author: Patricia M. Greenfield
Publsiher: Psychology Press
Total Pages: 170
Release: 2014-11-20
Genre: Psychology
ISBN: 9781317564553

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Patricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media landscape has changed her own research and thinking.

Pop Culture Pedagogy in the Music Classroom

Pop Culture Pedagogy in the Music Classroom
Author: Nicole Biamonte
Publsiher: Scarecrow Press
Total Pages: 353
Release: 2010-10-28
Genre: Music
ISBN: 9781461670568

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Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and participation. Pop-Culture Pedagogy in the Music Classroom: Teaching Tools from American Idol to YouTube provides ideas and techniques for teaching music classes using elements of popular culture that resonate with students' everyday lives. From popular songs and genres to covers, mixes, and mashups; from video games such as Dance Dance Revolution and Guitar Hero to television shows like American Idol, this exciting collection offers pedagogical models for incorporating pop culture and its associated technologies into a wide variety of music courses. Biamonte has collected well-rounded essays that consider a variety of applications. After an introduction, the essays are organized in 3 sections. The first addresses general tools and technology that can be incorporated into almost any music class: sound-mixing techniques and the benefits of using iPods and YouTube. The middle section uses popular songs, video games, or other aspects of pop culture to demonstrate music-theory topics or to develop ear-training and rhythmic skills. The final section examines the musical, lyrical, or visual content in popular songs, genres, or videos as a point of departure for addressing broader issues and contexts. Each chapter contains notes and a bibliography, and two comprehensive appendixes list popular song examples for teaching harmony, melody, and rhythm. Two indexes cross-reference the material by title and by general subject. While written with college and secondary-school teachers in mind, the methods and materials presented here can be adapted to any educational level.

Teaching with the Screen

Teaching with the Screen
Author: Dan Leopard
Publsiher: Routledge
Total Pages: 169
Release: 2013
Genre: Education
ISBN: 9780415640626

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Teaching with the Screen explores the forms that pedagogy takes as teachers and students engage with the screens of popular culture. By necessity, these forms of instruction challenge traditional notions of what constitutes education. Spotlighting the visual, spatial, and relational aspects of media-based pedagogy using a broad range of critical methodologies-textual analysis, interviews, and participant observation-and placing it at the intersection of education, anthropology, and cultural studies, this book traces a path across historically specific instances of media that function as pedagogy: Hollywood films that feature teachers as protagonists, a public television course on French language and culture, a daily television "news" program created by high school students, and a virtual reality training simulation funded by the US Army. These case studies focus on teachers as pedagogical agents (teacher plus screen) who unite the two figures that have polarized earlier debates regarding the use of media and technology in educational settings: the beloved teacher and the teaching machine.

Teaching in the Game Based Classroom

Teaching in the Game Based Classroom
Author: David Seelow
Publsiher: CRC Press
Total Pages: 188
Release: 2021-07-12
Genre: Education
ISBN: 9781000411737

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Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publsiher: Springer
Total Pages: 411
Release: 2016-09-29
Genre: Education
ISBN: 9783319122236

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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Learning and Teaching Mathematics in The Global Village

Learning and Teaching Mathematics in The Global Village
Author: Marcel Danesi
Publsiher: Springer
Total Pages: 185
Release: 2016-04-29
Genre: Education
ISBN: 9783319322803

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This book provides a fundamental reassessment of mathematics education in the digital era. It constitutes a new mindset of how information and knowledge are processed by introducing new interconnective and interactive pedagogical approaches. Math education is catching up on technology, as courses and materials use digital sources and resources more and more. The time has come to evaluate this new dynamic, which transcends all previous use of ancillary devices to supplement classroom math instruction. Interactivity and interconnectivity with the online world of math and math texts (such as television programs and internet sites) can be integrated with our traditional modes for delivery of math instruction. This book looks at how this integration can unfold practically by applying these relevant pedagogical principles to elementary topics such as numeration, arithmetic, algebra, story problems, combinatorics, and basic probability theory. The book further exemplifies how mathematics can be connected to topics in popular culture, information technologies, and other such domains.