Installieren Sie die genialokal App auf Ihrem Startbildschirm für einen schnellen Zugriff und eine komfortable Nutzung.
Tippen Sie einfach auf Teilen:
Und dann auf "Zum Home-Bildschirm [+]".
Bei genialokal.de kaufen Sie online bei Ihrer lokalen, inhabergeführten Buchhandlung!
In this book, Lim and Toh explore digital play and children's instinctive way of exploring the world to bring together research on digital play and learning, and unite game-based learning with multimodality and social semiotics. Digital play opens up immersive and interactive worlds where children can engage with complex problems, craft stories, and experiment with ideas in ways that often go beyond what's in physical play alone. The book's chapters explore the varied ways in which digital play can promote learning. The authors argue that it is timely for us to reflect on the value of digital play for learning; that it can foster literacy development as well as promote growth in the affective domain. They propose considerations, frameworks and approaches in digital play to inform the design of students' learning experiences and examine ways in which digital play can be integrated into teaching and learning. This book covers a topic which is both relevant and urgent in today's digital age. Of interest to anyone involved in designing learning with digital play, this volume will be of particular value to students and scholars in education, curriculum design, pedagogy, as well as multimodality.
Fei Victor Lim is Associate Professor and Deputy Head (Research), English Language and Literature Department, at the National Institute of Education, Nanyang Technological University, Singapore. He is interested in how and what we should teach learners in today's digital age. Weimin Toh is Research Fellow at the National Institute of Education, Nanyang Technological University, Singapore. He is interested in game studies, game-based learning, and player experience research.
Table of Contents List of Figures List of Tables Acknowledgements List of Abbreviations Overview of the Book 1. Learning and Play in the Digital Age 2. Exploring Digital Play for Learning 3. Digital Play and Literacy Development 4. Digital Play and Affective Learning 5. Multimodal Composing in Digital Play 6. Designing Learning in Digital Co-Play 7. Digital Divide in Play and Learning 8. Advancing Digital Play for Learning Index