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Includes the decisions of the Supreme Courts of Missouri, Arkansas, Tennessee, and Texas, and Court of Appeals of Kentucky; Aug./Dec. 1886-May/Aug. 1892, Court of Appeals of Texas; Aug. 1892/Feb. 1893-Jan./Feb. 1928, Courts of Civil and Criminal Appeals of Texas; Apr./June 1896-Aug./Nov. 1907, Court of Appeals of Indian Territory; May/June 1927-Jan./Feb. 1928, Courts of Appeals of Missouri and Commission of Appeals of Texas.
Can you imagine future learning environments devoid of the systemic inequities that stifle student learning opportunities and teacher decision-making in most classrooms today? This volume offers the necessary steps—playful, participatory, historically informed—that are required to forge a pathway from the present U.S. educational landscape to a freer tomorrow. The authors use speculative approaches to teacher education and student learning to intentionally design beyond the boundaries of traditional research and practitioner resources that seek to “fix” current schooling conditions. Building from visionary organizing and artistic traditions that have captured the popular imagination,...
This text invites the reader to think about collaborative research differently. Using the concepts of 'letting go' and 'poetics', it envisions collaborative research as a space where relationships are forged with the use of arts-based and multimodal ways of seeing, inquiring, and representing ideas.
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Bur...
Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to today’s makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makerspaces as Learning Environments (Volume 1) focuses on making in a variety of educational ecosystems, spanning nursery schools, K-12 environments, higher education, museums, and after-school spaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
"Take a moment to imagine a geek. A computer geek. Do you see thick glasses and pocket protectors? A face illuminated by a glowing screen, surrounded by empty cans of energy drinks? Bill Gates? Whatever trope comes to mind, it's likely a white or Asian man. As Cassidy Puckett shows in Define Geek, these are not just innocent assumptions. They are tied to underlying ideas about who is "naturally" good at tech, and they keep many would be techies, particularly girls and people of color, from achieving or even pursuing opportunities in tech. But Puckett is not just here to show us that anybody can be good at tech; she tells us how we can get there. Puckett spent six years teaching technology cl...