Hands-on Learning With Webkinz

Hands-on Learning With Webkinz PDF

Author: Kathy Cothran

Publisher: CreateSpace

Published: 2008-08-01

Total Pages: 88

ISBN-13: 9781438236797

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Need activity ideas for Webkinz days? Teacher? Girl Scout Leader? Party planner? This book contains ideas for using Webkinz pets in a group setting when kids are present with their pets!

The Complete Idiot's Guide to Webkinz

The Complete Idiot's Guide to Webkinz PDF

Author: Grant Turner

Publisher: Penguin

Published: 2008-01-02

Total Pages: 164

ISBN-13: 1440636648

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A guide for parents on the latest kid craze. Wildly popular, Webkinz® are the must-have toy for every five- to twelve-year-old. Presented in a highly intuitive, handbook-style organization, here is the first guide on this sought after stuffed animal. It enables parents to quickly and efficiently find the critters they’re looking for, learn the ins and outs of the Webkinz® website, and understand what their kids are doing online. In this Complete Idiot’s Guide®, you get: • Simple steps that will make the “adoption” process a breeze. • Expert tips on getting the most out of Webkinz® from the seven-year-old point of view. • Easy access to information on everything your child needs to know to get the most out of the online experience. • Smart strategies for keeping your child’s Webkinz® happy and healthy.

Information Technology and Constructivism in Higher Education: Progressive Learning Frameworks

Information Technology and Constructivism in Higher Education: Progressive Learning Frameworks PDF

Author: Payne, Carla R.

Publisher: IGI Global

Published: 2009-05-31

Total Pages: 414

ISBN-13: 1605666556

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"This volume is grounded in the thesis that information technology may offer the only viable avenue to the implementation of constructivist and progressive educational principles in higher education, and that the numerous efforts now under way to realize these principles deserve examination and evaluation"--Provided by publisher.

Adolescents' Online Literacies

Adolescents' Online Literacies PDF

Author: Donna E. Alvermann

Publisher: Peter Lang

Published: 2010

Total Pages: 234

ISBN-13: 9781433105517

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Adolescents' Online Literacies: Connecting Classrooms, Digital Media, and Popular Culture is a compilation of new work that makes concrete connections between what the research literature portrays and what teachers, school librarians, and media specialists know to be the case in their own situations. The authors (educators and researchers who span three continents) focus on ways to incorporate and use the digital literacies that young people bring to school.

Brand Avatar

Brand Avatar PDF

Author: Alycia de Mesa

Publisher: Springer

Published: 2009-02-27

Total Pages: 187

ISBN-13: 0230233716

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Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.

High-Tech Tots

High-Tech Tots PDF

Author: Ilene R. Berson

Publisher: IAP

Published: 2010-05-01

Total Pages: 289

ISBN-13: 1617350117

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Young children are coming of age surrounded by information and communication technology (ICT). ICT is a prominent force in their lives, and working with ICT can stimulate students intellectually, incite their creativity, and challenge them to apply developmentally appropriate inquiry approaches that enhance their learning experiences. Digital technologies also allow children to expand their physical space and access many online social environments that transcend time and space. However, any focus on the efficiency and effectiveness of technology applications in the early childhood years cannot overlook the potential consequences of technological development on children with regard to their social functioning, interpersonal interactions, and global understanding. In addition to evaluating technology as a tool of instruction, we must focus on educational implications and ethical issues associated with their use. This book is the fifth in the Research in Global Child Advocacy Series. The volume examines theoretical assumptions as well as the application of innovative strategies that optimize the interface between young children and ICT from a global perspective. Despite divergent perspectives, the chapter authors share a commitment to explore the immersion of ICT into the lives of young children and consider the educational value of these tools as well as the developmental appropriateness of technological affordances. This volume brings together scholars and policymakers whose rich discourse delves into questions such as: How do communication technologies benefit young children’s social and cognitive development? What standards and technical specifications are needed to effectively safeguard young children engaged with ICT? How are young children introduced to ICT? What are the challenges and risks for young children online? What programs are effective in mediating risk? What are the educational applications for ICT in early childhood? Is social networking the new "online playground” for young children? How can young children become competent users of digital technology and media? How can early childhood educators and families encourage positive usage and discourage negative social consequences associated with today’s technology? How can ICT enhance teaching and learning for young children? What ICT activities are developmentally appropriate for young children? In the book there are three primary areas of emphasis: (a) ICT as a teaching and learning tool across cultures and countries to promote the social and cognitive development of young children; (b) research on developmentally appropriate education on cybersafety and cybercitizenship; and (c) studies on the influence of digital technologies on young children, including exposure to inappropriate content and participation in online social networks. This resource offers readers a glimpse into the experience of children and the expertise of researchers and professionals who diligently work toward crafting a framework for action that reflects intercultural and cross-national initiatives. Given the role that electronic media plays in the lives of children as both an educational and entertainment tool, understanding the physical and social contexts, as well as the developmental issues, is critical to programs aiming to optimize the full potential of digital tools that support and enhance the experiences of young children.

Games, Learning, and Society

Games, Learning, and Society PDF

Author: Constance Steinkuehler

Publisher: Cambridge University Press

Published: 2012-06-11

Total Pages: 489

ISBN-13: 1139510215

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This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Design For Kids

Design For Kids PDF

Author: Debra Levin Gelman

Publisher: Rosenfeld Media

Published: 2014-07-08

Total Pages: 248

ISBN-13: 1933820438

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Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you'll learn how to create digital products for today's connected generation.