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.
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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.
Lim and Toh provide updates on recent research on digital play and learning, and unite game-based learning with multimodal and social semiotic theories. This volume will be of particular value to students and scholars in education, curriculum design, pedagogy, as well as multimodality.
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Hardcover. Condición: new. Hardcover. In this book, Lim and Toh explore digital play and childrens 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 whats in physical play alone. The books 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 todays 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. Lim and Toh provide updates on recent research on digital play and learning, and unite game-based learning with multimodal and social semiotic theories. This volume will be of particular value to students and scholars in education, curriculum design, pedagogy, as well as multimodality. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Nº de ref. del artículo: 9781032585949
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Hardcover. Condición: new. Hardcover. In this book, Lim and Toh explore digital play and childrens 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 whats in physical play alone. The books 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 todays 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. Lim and Toh provide updates on recent research on digital play and learning, and unite game-based learning with multimodal and social semiotic theories. This volume will be of particular value to students and scholars in education, curriculum design, pedagogy, as well as multimodality. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Nº de ref. del artículo: 9781032585949
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