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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.
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.
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,...
After six years teaching technology classes to first-generation, low-income middle-school students in Oakland, California, Cassidy Puckett has seen firsthand that being good with technology is not something people are born with-it's something they learn. In "Redefining Geek", she overturns the stereotypes around the digitally savvy and identifies the habits that can help everyone cultivate their inner geek. -- "Through her solid research and her experiences with working with diverse student learners, Puckett does an exemplary job in helping readers understand and rethink what it means to be technologically competent... This knowledge and her guidance-coupled with a thorough examination of how our biases can further exacerbate the digital divide- is beneficial in designing tech curriculum and programs that are more inclusive and supportive to the diverse communities that they are serving. A must-read for any professional seeking to improve and advance technology education." -- Susanne Tedrick, author of "Women of Color in Tech"
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...
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.