Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers:• guidance on taking on the challenge of the digital revolution• insight into how learners engage with gaming outside the classroom• advice and activities for effectively bringing the world of gaming inside the classroomDigital Play contains three distinctive parts which focus in turn on theory, practice and development:Part A examines the role of computer games in society, in education in general and in language teaching in particular, dismissing stereotypes and suggesting ways of implementing games with language learners.Part B consists of a bank of step-by-step activities showing how to use digital play in the classroom. Activities cover different possible classroom scenarios - from no available technology, through one computer and a projector to multiple computers – and they all have the common aim of helping learners improve their knowledge and use of the foreign language, covering all four language skills.Part C shows the teacher how to integrate digital play activities into the wider environment of the syllabus and the school, and suggests ways of developing personally and professionally as teachers of the 21st century.
Critically examining the fears that commonly surround young children′s play involving digital technologies, this book seeks to address each of the negatives and present the positive possibilities of technology when it comes to early ...
The book raises critical questions and offers new understandings and theoretical insights around one of the ‘hot topics’ in early years research. This book was originally published as a special issue of the Early Years journal.
With respect for the many different modalities and approaches under the play therapy umbrella, this book incorporates therapist fundamentals, play therapy tenets, and practical information for the responsible integration of digital tools ...
McLuhan , Marshall , David Carson , Eric McLuhan , and Williams Kuhns . 2003. The Book of Probes . Corte Madera , CA : Gingko Press . McLuhan , Marshall , and Barrington Nevitt . 1972. Take 186 References.
The book's clearly articulated strategies help parents use digital media in a more effective manner and, at the same time, set effective limits and implement a healthy "play diet" for their children.
This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play.
This volume critically analyzes the multiple lives of the "gamer" in India.
This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
In The New Childhood, Jordan Shapiro provides a hopeful counterpoint to the fearful hand-wringing that has come to define our narrative around children and technology.
The ebook version of this title is Open Access, thanks to Knowledge Unlatched funding, and is freely available to read online. This book presents how sets of tablet play characteristics shape children's current digital playgrounds.