Using Interactive Digital Narrative In Science And Health Education


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Using Interactive Digital Narrative in Science and Health Education


Using Interactive Digital Narrative in Science and Health Education

Author: R. Lyle Skains

language: en

Publisher: Emerald Group Publishing

Release Date: 2021-05-24


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This book offers insight and lessons learned from two pilot studies which used interactive digital narrative (IDN) as educational interventions to effect positive change regarding social issues, looking into interdisciplinary approaches to research and education methods, combining arts and science methodologies and science communication.

Using Interactive Digital Narrative in Science and Health Education


Using Interactive Digital Narrative in Science and Health Education

Author: R. Lyle Skains

language: en

Publisher: Emerald Group Publishing

Release Date: 2021-05-24


DOWNLOAD





This book offers insight and lessons learned from two pilot studies which used interactive digital narrative (IDN) as educational interventions to effect positive change regarding social issues, looking into interdisciplinary approaches to research and education methods, combining arts and science methodologies and science communication.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning


Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author: Lane, Carol-Ann

language: en

Publisher: IGI Global

Release Date: 2022-01-07


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Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.