Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
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| Title: | Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning |
|---|---|
| Description: | 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. |
| Authors: | Carol-Ann Lane |
| Resource Type: | eBook. |
| Subjects: | Video games in education, Reading--Computer-assisted instruction |
| Categories: | LANGUAGE ARTS & DISCIPLINES / Literacy, EDUCATION / Teaching / General, EDUCATION / Computers & Technology |
| Database: | eBook Collection (EBSCOhost) |
| FullText | Links: – Type: ebook-pdf – Type: ebook-epub Text: Availability: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning – Name: Abstract Label: Description Group: Ab Data: 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. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Carol-Ann+Lane%22">Carol-Ann Lane</searchLink> – Name: TypePub Label: Resource Type Group: TypPub Data: eBook. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Video+games+in+education%22">Video games in education</searchLink><br /><searchLink fieldCode="DE" term="%22Reading--Computer-assisted+instruction%22">Reading--Computer-assisted instruction</searchLink> – Name: SubjectBISAC Label: Categories Group: Su Data: <searchLink fieldCode="ZK" term="%22LANGUAGE+ARTS+%26+DISCIPLINES+%2F+Literacy%22">LANGUAGE ARTS & DISCIPLINES / Literacy</searchLink><br /><searchLink fieldCode="ZK" term="%22EDUCATION+%2F+Teaching+%2F+General%22">EDUCATION / Teaching / General</searchLink><br /><searchLink fieldCode="ZK" term="%22EDUCATION+%2F+Computers+%26+Technology%22">EDUCATION / Computers & Technology</searchLink> |
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| RecordInfo | BibRecord: BibEntity: Classifications: – Code: 372.40284 Scheme: ddc Type: prePub Languages: – Code: eng Text: English Subjects: – SubjectFull: Video games in education Type: general – SubjectFull: Reading--Computer-assisted instruction Type: general Titles: – TitleFull: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Carol-Ann Lane – PersonEntity: Name: NameFull: Carol-Ann Lane IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2022 – D: 20 M: 12 Type: profile Y: 2021 Identifiers: – Type: isbn-print Value: 9781799872719 – Type: isbn-electronic Value: 9781799872733 – Type: isbn-electronic Value: 9781799872740 Titles: – TitleFull: Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning Type: main |
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