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Digital Technologies And Learning In Physical Education Pedagogical Cases Ashley Casey

  • SKU: BELL-34015696
Digital Technologies And Learning In Physical Education Pedagogical Cases Ashley Casey
$ 31.00 $ 45.00 (-31%)

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Digital Technologies And Learning In Physical Education Pedagogical Cases Ashley Casey instant download after payment.

Publisher: Routledge
File Extension: PDF
File size: 2.1 MB
Author: Ashley Casey, Victoria A. Goodyear, Kathleen M. Armour
ISBN: 9781138947283, 9781138947290, 9781315670164, 1138947288, 1138947296, 131567016X
Language: English
Year: 2016

Product desciption

Digital Technologies And Learning In Physical Education Pedagogical Cases Ashley Casey by Ashley Casey, Victoria A. Goodyear, Kathleen M. Armour 9781138947283, 9781138947290, 9781315670164, 1138947288, 1138947296, 131567016X instant download after payment.

There is evidence of considerable growth in the availability and use of digital technologies in physical education. Yet, we have scant knowledge about how technologies are being used by teachers, and whether or how these technologies are optimising student learning. This book makes a novel contribution by focusing on the ways in which teachers and teacher educators are attempting to use digital technologies in PE.
The book has been created using the innovative ‘pedagogical cases’ framework. Each case centres on a narrative, written by a PE practitioner, explaining how and why technology is used in their practice to advance and accelerate learning. Each practitioner narrative is then analysed by a team of experts from different disciplines. The aim is to offer a multi-dimensional understanding of the possibilities and challenges of supporting young people’s learning with digital technologies. Each case concludes with a practitioner reflection to illustrate the links between theory, research and practice.
Digital Technologies and Learning in Physical Education encourages critical reflection on the use of technologies in PE. It is an essential resource for students on physical education, kinesiology or sport science courses, practitioners working in PE or youth sport, and researchers interested in digital technologies and education.

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