Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

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  • Author: Annalisa Raffone
  • Publisher: Cambridge Scholars Publishing
  • ISBN: 1527594246
  • Category : Foreign Language Study
  • Languages : en
  • Pages : 212

This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.


Game On

Game On

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  • Author: Ryan L. Schaaf
  • Publisher: Solution Tree Press
  • ISBN: 1936763982
  • Category : Education
  • Languages : en
  • Pages : 160

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources


Making School a Game Worth Playing

Making School a Game Worth Playing

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  • Author: Ryan Schaaf
  • Publisher: Corwin Press
  • ISBN: 1483375137
  • Category : Education
  • Languages : en
  • Pages : 205

Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!


Computer Games in the EFL Classroom

Computer Games in the EFL Classroom

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  • Author: Marie Schneider
  • Publisher: Anchor Academic Publishing (aap_verlag)
  • ISBN: 3954890682
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 125

Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.


Digital Storytelling in the Classroom

Digital Storytelling in the Classroom

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  • Author: Jason B. Ohler
  • Publisher: Corwin Press
  • ISBN: 1452277435
  • Category : Education
  • Languages : en
  • Pages : 304

A must-read for incorporating digital literacy into your classroom! Equip your students with essential 21st-century media literacy skills, as they read, write, speak, and create art within the context of digital storytelling, and reach deeper understandings in all areas of the curriculum! In this second edition, both novice and technologically adept K-12 educators will find: Practical techniques to combine storytelling with curriculum content Tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art Visual aids and video clips that illustrate best practices in media composition


Computer Games in the EFL Classroom

Computer Games in the EFL Classroom

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  • Author: Marie Schneider
  • Publisher: Anchor Academic Publishing (aap_verlag)
  • ISBN: 3954895684
  • Category : Foreign Language Study
  • Languages : en
  • Pages : 122

Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.


The 21st Century Classroom-Digital Storytelling

The 21st Century Classroom-Digital Storytelling

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  • Author:
  • Publisher: Monica Sevilla
  • ISBN:
  • Category :
  • Languages : en
  • Pages : 29


Digital Storytelling

Digital Storytelling

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  • Author: Kay Teehan
  • Publisher: Lulu.com
  • ISBN: 1430300922
  • Category : Education
  • Languages : en
  • Pages : 110

Digital Storytelling is a tool that was created to integrate the newest technology in the classroom. It has proven to be a powerful tool indeed. It is said that the reason for its power lies with the type of students we teach each day in our schools. Students today are multi-taskers, creative, and visual learners. They have grown up in a world of multimedia and respond to audio-visual in positive ways. Given the opportunity to tell their stories using digital storytelling models, they are transformed into self-motivated information consumers. Our job, as educators, becomes one of utilizing their natural gravitation to technology to fit our purposes of teaching state and national standards.


Telling Stories Differently

Telling Stories Differently

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  • Author: Janet Condy
  • Publisher: AFRICAN SUN MeDIA
  • ISBN: 1920689850
  • Category : Education
  • Languages : en
  • Pages : 220

ÿThe aim of this book is to share a relatively loose collection of studies using digital storytelling as a pedagogical tool in Cape Peninsula University of Technology (CPUT). The book takes an informed social justice approach to teaching and learning, at the heart of which is the exploration of DST as a practice of voice and agency. Voice and agency are important in excavating and recovering subjugated identities, and moving the concerns of those occupying subaltern spaces to the mainstream of teaching and learning. Yet this discursive shift is not without inherent challenges. Multi-modal technologies are reflective of wider inequities in the so-called technological divide. Whilst this is a book about higher education, there are important lessons for schooling. On the one hand, the book is a powerful demonstration of the potential of DST for enhancing learning in schools, particularly in schools serving the poor and marginalised. On the other hand, improving teaching and learning in higher education, through the creative use of technology, is essential to overcome the learning challenges of those entering tertiary level institutions.


Digital Storytelling for Educative Purposes

Digital Storytelling for Educative Purposes

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  • Author: Phillip Alexander Towndrow
  • Publisher: Springer Nature
  • ISBN: 9811587272
  • Category : Education
  • Languages : en
  • Pages : 226

This book is an exposition of a curriculum innovation within the complex yet fertile ground of school-based education in Singapore. Beyond straightforward descriptions and protocols, this book purposefully connects classroom practices with theories in a clear, uncomplicated way. The result provides a series of rationales for action, reflection and understanding that other publications in digital storytelling sometimes fail to cover or explain in sufficient detail. Broadly, these include digital multimodal authorship; teachers’ and students’ storytelling task design and assessment; the use of digital storytelling as a reflective and reflexive expression of teachers’ professionalism; and dialogism in classroom practice.