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This book is a contribution to the sociocultural approaches to Science Technology Engineering and Mathematics (STEM) Education. It offers a new interpreting theoretical framework coming from the Cultural Historical Psychology. The authors highlight some serious elements of the sociocultural context that mediates learning on STEM or with STEM adds. The book brings together the work of researchers interested in developmental psychology and childhood, with a special focus on using Activity theory and Cultural-historical research approach to unite these two opposing approaches to the study of children. The authors reconsider our relationship and experiencing with technology. It moves the attention from the pure instrumental aspect of technology to a deep human and societal approach. Moreover, the book focuses on the issue of teachers' continuing education in both formal and informal settings is being seen under a sequential system of expansive cycles and the key role of contradictions in transformative educational settings. Overall, this book encourages the academic society to open dialogue with other societies and enhance interdisciplinary research in times of crisis.
This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.
Cultural-Historical Activity Theory (CHAT) and other Vygotskian approaches are becoming increasingly popular among social scientists interested in studying human actions, thoughts and emotions in their cultural contexts. Building on non-dualist, dialectical materialist epistemological premises, these approaches, however, can pose important challenges to the scholar and the student aiming at first adopting them in their research. What are the concrete, method-related implications of CHAT perspectives for the way we do research in the field? Showcasing the work of well-established as well as emerging CHAT scholars, this volume presents from-the-field insights of non-dualist CHAT methodology for both newcomers and the initiated. Contributors are: Sylvie Barma, Michael Cole, Patricia Dionne, Philip Dupuis-Laflamme, Ritva Engeström, Beth Ferholt, Alfredo Jornet, Isabelle Rioux, Frédéric Saussez, Chris Schuck, Anna Stetsenko, Marie-Caroline Vincent and Samantha Voyer.
This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.
The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.
Les usages du numérique à l’école sont diversifiés. Si certains de ces usages n’apportent pas de plus-values pédagogiques, d’autres permettent aux élèves de s’engager dans des processus de cocréation. Le présent ouvrage apporte un éclairage sur les approches créatives du numérique en enseignement et sur leur potentiel et sur leur contribution à l’éducation personnelle, sociale et professionnelle des citoyens du XXIe siècle.
This book constitutes the refereed proceedings of the 6th International Conference on Games and Learning Alliance, GALA 2017, held in Lisbon, Portugal, in December 2017. The 16 revised regular papers presented together with 6 poster papers were carefully reviewed and selected from 45 submissions. The papers cover topics such as games in education and training; games for health and special children; augmented and virtual reality; methods and tools (for desing and development); and poster abstracts.
This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.
This book focuses on the design, development, and analysis of augmented and virtual reality (AR/VR)-based systems, along with the technological impacts and challenges in social learning. Social Learning provides a comprehensive approach to researching methods in the emerging fields of AR/VR. The contributors of this book outline the state-of-the-art implementation of AR/VR for the Internet of Things, Blockchains, Big Data, and 5G within AR/VR systems.