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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...
Word storage and processing define a multi-factorial domain of scientific inquiry whose thorough investigation goes well beyond the boundaries of traditional disciplinary taxonomies, to require synergic integration of a wide range of methods, techniques and empirical and experimental findings. The present book intends to approach a few central issues concerning the organization, structure and functioning of the Mental Lexicon, by asking domain experts to look at common, central topics from complementary standpoints, and discuss the advantages of developing converging perspectives. The book will explore the connections between computational and algorithmic models of the mental lexicon, word f...
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research ...