logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

Serious Play Literacy Learning And Digital Games Catherine Beavis

  • SKU: BELL-6801430
Serious Play Literacy Learning And Digital Games Catherine Beavis
$ 31.00 $ 45.00 (-31%)

4.4

22 reviews

Serious Play Literacy Learning And Digital Games Catherine Beavis instant download after payment.

Publisher: Routledge
File Extension: PDF
File size: 5.47 MB
Pages: 251
Author: Catherine Beavis, Michael Dezuanni, Joanne O’Mara (eds.)
Language: English
Year: 2017

Product desciption

Serious Play Literacy Learning And Digital Games Catherine Beavis by Catherine Beavis, Michael Dezuanni, Joanne O’mara (eds.) instant download after payment.

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
“This important study makes a major contribution to research and debate about the use of digital games in schools. Addressing a wide range of questions, from game-based literacies to coding narrative in Scratch and creativity with Minecraft, it nevertheless integrates a landscape which has long been fragmented and incoherent in educational debates. A welcome feature of the book is that its authoritative argument about games and learning rests on rich empirical research, respectful collaboration with teachers and students, and an enviable track record in this field of study.” – Andrew Burn, Professor of English, Media and Drama, University College London, UK.

Related Products