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Peduli Stunting Dalam Upaya Percepatan Penurunan Stunting
  • Language: id
  • Pages: 480

Peduli Stunting Dalam Upaya Percepatan Penurunan Stunting

Judul : Peduli Stunting Dalam Upaya Percepatan Penurunan Stunting Penulis : Ricky Febrinaldy Simanjuntak, Suriata, Maria Imaculata Ose, Fitriya Handayani, Farid Helmi Setyawan, Nurjannahtul Hasanah, Widyastuti Cahyaningrum , Nurasmi, Rayhana Jafar, Gusriani, Evi, Nuriyah, Abimanyu AP, Siti Fathonah, Asbar Laga, Yulma, Zainuddin, Ramli, Deny, Murdianto, Aswar Amiruddin, Ady Saputra, Nur Alfiansyah, Nurlela, Ira Maya Abdiani, Ririn, Ariyanti, Hasriana, Imra, Ahmat Pujianto, Darni, Aan Digita Malik, Muhammad Tharmizi Junaid, Christina Dyta Nugraeni, Tanti Tri Lestary, Eva Apriani, Siti, Sulistyani Pamuji, Hendy Lesmana, Selvia Ferbrianti, Rukisah Saleh, Nuraskin, Risna Febrianti, Anang Sulistyo...

Gamification Mindset
  • Language: en
  • Pages: 144

Gamification Mindset

  • Type: Book
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  • Published: 2019-06-17
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  • Publisher: Springer

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are ...

Assessing Reading
  • Language: en
  • Pages: 417

Assessing Reading

This book is the most comprehensive of the assessment of reading in a foreign or second language.

Gamification in Education and Business
  • Language: en
  • Pages: 749

Gamification in Education and Business

  • Type: Book
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  • Published: 2014-11-22
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  • Publisher: Springer

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of pract...

Content-based Second Language Instruction
  • Language: en
  • Pages: 312

Content-based Second Language Instruction

In the Michigan Classics Edition of Content-Based Second Language Instruction, the authors provide updates on the field of CBI in second language acquisition since 1989. While the core of the book remains the same, new features discuss important CBI-related research and modifications to the pedagogy in the past many years. Content-Based Second Language Instruction, Michigan Classics Edition, now includes: a new preface a glossary of key terms an updated bibliography an epilogue highlighting the major developments in the field since 1989.

The Multiplayer Classroom
  • Language: en
  • Pages: 369

The Multiplayer Classroom

  • Type: Book
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  • Published: 2020-03-09
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  • Publisher: CRC Press

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer class...

English Language Learning and Technology
  • Language: en
  • Pages: 229

English Language Learning and Technology

This book explores implications for applied linguistics of recent developments in technologies used in second language teaching and assessment, language analysis, and language use. Focusing primarily on English language learning, the book identifies significant areas of interplay between technology and applied linguistics, and it explores current perspectives on perennial questions such as how theory and research on second language acquisition can help to inform technology-based language learning practices, how the multifaceted learning accomplished through technology can be evaluated, and how theoretical perspectives can offer insight on data obtained from research on interaction with and through technology. The book illustrates how the interplay between technology and applied linguistics can amplify and expand applied linguists’ understanding of fundamental issues in the field. Through discussion of computer-assisted approaches for investigating second language learning tasks and assessment, it illustrates how technology can be used as a tool for applied linguistics research.

Blending Technologies in Second Language Classrooms
  • Language: en
  • Pages: 181

Blending Technologies in Second Language Classrooms

This book introduces an approach for making principled decisions about the use of technologies specifically in Applied Linguistics. The research is grounded in the growing area of 'blended learning' that seeks to combine face-to-face instruction with online-based interactions to record students using a foreign language productively.