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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...
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...
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.
This groundbreaking book explores the power of gamification through educational escape rooms, aiming to revolutionize how students engage with learning in the digital age. Focusing on English as a Foreign Language (EFL), this volume offers practical, immersive experiences designed to captivate and motivate secondary school students. From the mysterious and magical worlds of Sherlock Holmes and Harry Potter to that of the Wizard of Oz, the book presents nine creative escape rooms inspired by literary works. These gamified and interactive scenarios enhance language skills while fostering teamwork, critical thinking, and creativity. This collection is perfect for teachers embracing modern pedagogies in today’s globalised educational landscape.
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.
This collection casts the spotlight on Asia and its place in global studies on trauma to explore the ways in which violence and trauma are (re)enacted, (re)presented, (re)imagined, reconciled, and consumed through various mediums in the region. The discussions revolve around the ethics of representing and discussing trauma as we negotiate the tensions between trauma and political, historical, literary, and cultural representations in written, visual, digital, and hybrid forms. It examines how perspectives about trauma are framed, perpetuated, and/or critiqued via theories and research methods, and how a constructive tension between theory, method, and experience is essential for critical discourse on the subject. It will discuss varied ways of understanding violence through multidisciplinary perspectives and comparative literature, explore the "violent psyches" of narratives and writings across different mediums and platforms, and engage with how violence and trauma continue to influence the telling and form of such narratives.
The structure and content of a contemporary second language textbook are intended to encourage the initiative learner activity and create proper conditions for its manifestation in the curriculum. This premise unreservedly accepted by the teaching community proposes a flexible approach to second language acquisition encouraging individual self-learning experience. Textbook Theory and Invariant Approaches to Language Learning: Emerging Research and Opportunities is a critical scholarly publication that examines the structure and function of current second language learning curricula and classrooms. The book pursues three main objectives, which include (1) reconstruction of the general conceptual framework of textbook theory; (2) systematization of the invariant approach applications; and (3) production of a set of concepts, principles, rules, and regularities underlying the invariant-based text development. Featuring a wide range of topics such as learning patterns, proficiency, and communication, this book is ideal for education professionals, academicians, professionals, researchers, curriculum designers, and students.
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...
Education has faced massive changes in recent years and is currently undergoing even more radical developments, especially with the shift towards using digital technologies and tools in the classroom. In addition, the introduction of many new nontraditional strategies for learning has changed the face of education. Within higher education specifically, adult learners have seen a rise in these changes and must adapt to the new strategies at hand. Similarly, adult educators must cope with these new instructional strategies to create optimal learning environments and classrooms that promote success for adult learners. With the need for educators to be aware of these new digital advancements and...
Aestheticization of evil is a frequently used formula in cinema and television. However, the representation of evil as an aesthetic object pushes it out of morality. Moral judgments can be pushed aside when evil is aestheticized in movies or TV series because there is no real victim. Thus, situations such as murder or war can become a source of aesthetic pleasure. Narratives in cinema and television can sometimes be based on a simple good-evil dichotomy and sometimes they can be based on individual or social experiences of evil and follow a more complicated method. Despite the various ways evil is depicted, it is a moral framework in film and television that must be researched to study the i...