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Mastering Ventura
  • Language: en
  • Pages: 704

Mastering Ventura

  • Type: Book
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  • Published: 1989
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  • Publisher: Sybex

Getting started; Setting up a newsletter; Using eletronic scissors and glue; Paragraph tags and text attributes: building blocks for formatting; Start the presses: printing and other output; Adding pictures from lotus 1-2-3 and other sources; Lines, circles and boxes; Creating tables; Working with pages: formats and page headings; Multichapter features: tables of contents, indexes, footnotes, and numbering; Using other programs with ventura; Typographical elements and effects; Enhancing ventura with the professional extension; Installation and alternative setups.

Stealth Assessment
  • Language: en
  • Pages: 102

Stealth Assessment

  • Type: Book
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  • Published: 2013
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  • Publisher: MIT Press

An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games...

Hermeneutics of Mission in Matthew
  • Language: en
  • Pages: 254

Hermeneutics of Mission in Matthew

The Gospel of Matthew is pivotal in scholarly discussion on the hermeneutical use of the Old Testament in the New. In this publication Bitrus Sarma proposes that Matthew utilizes the Old Testament as a book of promise of God’s salvific plan and that Jesus is the fulfillment of that promise. For Matthew, God’s purpose to save fallen humanity is the grand narrative of the Bible. Using promise-fulfillment as the interpretative framework for mission theology, Sarma explores redemptive events and institutions, geography, prophetic ministry, and intertextual typology.

Failure to Disrupt
  • Language: en
  • Pages: 337

Failure to Disrupt

A leader in educational technology separates truth from hype, explaining what tech can—and can’t—do to transform our classrooms. Proponents of large-scale learning have boldly promised that technology can disrupt traditional approaches to schooling, radically accelerating learning and democratizing education. Much-publicized experiments, often underwritten by Silicon Valley entrepreneurs, have been launched at elite universities and in elementary schools in the poorest neighborhoods. Such was the excitement that, in 2012, the New York Times declared the “year of the MOOC.” Less than a decade later, that pronouncement seems premature. In Failure to Disrupt: Why Technology Alone Can...

Serious Games
  • Language: en
  • Pages: 643

Serious Games

  • Type: Book
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  • Published: 2009-09-10
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  • Publisher: Routledge

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. Th...

Thought
  • Language: en
  • Pages: 519

Thought

  • Type: Book
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  • Published: Unknown
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  • Publisher: PediaPress

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The Future of the Curriculum
  • Language: en
  • Pages: 149

The Future of the Curriculum

  • Type: Book
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  • Published: 2013-03-08
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  • Publisher: MIT Press

An examination of curriculum innovations that are shaped by new ideas about digital media and learning. Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that reflect the social and technological changes of the digital age. Arguing that the curriculum is always both forward- and rearward-looking, Williamson considers how each of these innovations represents a certain way of understanding the past while...

Postsecondary Play
  • Language: en
  • Pages: 347

Postsecondary Play

  • Type: Book
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  • Published: 2014-06
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  • Publisher: JHU Press

Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Documenting and Assessing Learning in Informal and Media-Rich Environments
  • Language: en
  • Pages: 165

Documenting and Assessing Learning in Informal and Media-Rich Environments

  • Type: Book
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  • Published: 2015-03-06
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  • Publisher: MIT Press

Today educational activities take place not only in school but also in after-school programs, community centers, museums, and online communities and forums. The success and expansion of these out-of-school initiatives depends on our ability to document and assess what works and what doesn't in informal learning, but learning outcomes in these settings are often unpredictable. Goals are open-ended; participation is voluntary; and relationships, means, and ends are complex. This report charts the state of the art for learning assessment in informal settings, offering an extensive review of the literature, expert discussion on key topics, a suggested model for comprehensive assessment, and recommendations for good assessment practices.

We the Gamers
  • Language: en
  • Pages: 401

We the Gamers

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.