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Practices and Implementation of Gamification in Higher Education
  • Language: en
  • Pages: 365

Practices and Implementation of Gamification in Higher Education

  • Type: Book
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  • Published: 2024-02-26
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  • Publisher: IGI Global

Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effec...

Using Literature to Teach English as a Second Language
  • Language: en
  • Pages: 267

Using Literature to Teach English as a Second Language

  • Type: Book
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  • Published: 2020-05-22
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  • Publisher: IGI Global

Innovation has replaced stereotypical and old methods as an attempt to make English language teaching and learning appealing, effective, and simple. However, teaching a second language through literature may be a paramount tool to consolidate not only students’ lexical and grammatical competences, but also for the development of their cultural awareness and broadening of their knowledge through interaction and collaboration that foster collective learning. Despite past difficulties, literature’s position in relation to language teaching can be revendicated and revalued. Using Literature to Teach English as a Second Language is an essential research publication that exposes the current st...

Escaping Boredom in the Classroom
  • Language: en
  • Pages: 360

Escaping Boredom in the Classroom

Gamification is an entertaining, fun, and educational way to teach and learn English as a second or foreign language and escape boredom in the classroom. This volume presents the general premises of applying gamification to the learning experience and the advantages of implementing escape rooms, breakouts, and breakout boxes in the classroom. It also considers a wide range of practical proposals in varied subject areas, easily adaptable to any education level and perfect for the practice of lexical and grammatical content for students learning English.

Research Anthology on Modern Violence and Its Impact on Society
  • Language: en
  • Pages: 1509

Research Anthology on Modern Violence and Its Impact on Society

  • Type: Book
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  • Published: 2022-08-12
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  • Publisher: IGI Global

Violence on both large and small scales has a tremendous impact on society. The causes and impacts of violence have been under study for decades; however, in the modern era, it is important to remain knowledgeable of the current research on violence. As tragic events flood news headlines around the world, it is essential to evaluate violence, its causes, and its impact on society in order to mitigate and prevent violence globally. The Research Anthology on Modern Violence and Its Impact on Society discusses the causes, ideologies, and perceptions of modern violence and examines its impact on society. It presents emerging research on modern violence in multiple dimensions from interpersonal to mass violence. Covering topics such as gun violence, radicalization, and victim-offender overlap, this major reference work is an essential resource for sociologists, politicians, government officials, law enforcement, community leaders, educators and administrators of both K-12 and higher education, students of higher education, psychologists, criminologists, victimologists, researchers, and academicians.

Research Anthology on Developments in Gamification and Game-Based Learning
  • Language: en
  • Pages: 1971

Research Anthology on Developments in Gamification and Game-Based Learning

  • Type: Book
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  • Published: 2021-11-26
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  • Publisher: IGI Global

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Researc...

Trauma, Memory and Silence of the Irish Woman in Contemporary Literature
  • Language: en
  • Pages: 240

Trauma, Memory and Silence of the Irish Woman in Contemporary Literature

This volume studies the manifestations of female trauma through the exploration of multiple wounds, inflicted on both body and mind (Caruth 1996, 3) and the soul of Irish women from Northern Ireland and the Republic within a contemporary context, and in literary works written at the turn of the twenty-first century and beyond. These artistic manifestations connect tradition and modernity, debunk myths, break the silence with the exposure of uncomfortable realities, dismantle stereotypes and reflect reality with precision. Women’s issues and female experiences depicted in contemporary fiction may provide an explanation for past and present gender dynamics, revealing a pathway for further renegotiation of gender roles and the achievement of equilibrium and equality between sexes. These works might help to seal and heal wounds both old and new and offer solutions to the quandaries of tomorrow.

Escaping Boredom in the Classroom
  • Language: en

Escaping Boredom in the Classroom

Gamification is an entertaining, fun, and educational way to teach and learn English as a second or foreign language and escape boredom in the classroom. This volume presents the general premises of applying gamification to the learning experience and the advantages of implementing escape rooms, breakouts, and breakout boxes in the classroom. It also considers a wide range of practical proposals in varied subject areas, easily adaptable to any education level and perfect for the practice of lexical and grammatical content for students learning English.

Veronica
  • Language: en

Veronica

  • Type: Book
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  • Published: 1871
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  • Publisher: Unknown

None

Dying for Veronica
  • Language: en
  • Pages: 225

Dying for Veronica

A story of incestuous love and biting satire on Catholicism.

The Story of Veronica
  • Language: en
  • Pages: 200

The Story of Veronica

  • Type: Book
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  • Published: 1945
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  • Publisher: Unknown

None