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Tecnologias e o ensino de línguas, é uma obra que busca investigar e analisar o processo de ensino e aprendizagem de línguas e o papel das tecnologias digitais, considerando as diferentes formas de letramento. As análises apresentadas são embasadas em resultados de estudos de pesquisadores da área de educação de diversas instituições do país e visa entender os impactos das tecnologias no ensino e no aprendizado.
Women, Business and the Law 2021 is the seventh in a series of annual studies measuring the laws and regulations that affect women’s economic opportunity in 190 economies. The project presents eight indicators structured around women’s interactions with the law as they move through their lives and careers: Mobility, Workplace, Pay, Marriage, Parenthood, Entrepreneurship, Assets, and Pension. This year’s report updates all indicators as of October 1, 2020 and builds evidence of the links between legal gender equality and women’s economic inclusion. By examining the economic decisions women make throughout their working lives, as well as the pace of reform over the past 50 years, Women, Business and the Law 2021 makes an important contribution to research and policy discussions about the state of women’s economic empowerment. Prepared during a global pandemic that threatens progress toward gender equality, this edition also includes important findings on government responses to COVID-19 and pilot research related to childcare and women’s access to justice.
Online Learning and Its Users: Lessons for Higher Education re-examines the impact of learning technologies in higher education. The book focuses particularly on the introduction and mainstreaming of one of the most widely used, the virtual learning environment (VLE) or learning management system (LMS). The book presents an activity theoretic analysis of the VLE's adoption, drawing on research into this process at a range of higher education institutions. Through analysis and discussion of the activities of managers, lecturers, and learners using the VLE, lessons are identified to inform future initiatives including the implementation of massive open online courses (MOOCs). A replicable rese...
This volume extends the authors' work on ""personal practical knowledge"" as the way through which teachers hone their craft - ""Teachers' Professional Knowledge Landscapes"". They examine the question of how professional identities are formed.
Written for both new and experienced researchers, this book is about creating research writing that is useful, believable and interesting.
Richly illustrated and exhaustively researched, "Glut" takes readers on an intriguing cross-disciplinary journey through the deep history of human knowledge systems and examines the problem of information overload.
This book summarizes state-of-the-art antiviral drug design and discovery approaches starting from natural products to de novo design, and provides a timely update on recently approved antiviral drugs and compounds in advanced clinical development. Special attention is paid to viral infections with a high impact on the world population or highly relevant from the public health perspective (HIV, hepatitis C, influenza virus, etc.). In these chapters, limitations associated with adverse effects and emergence of drug resistance are discussed in detail. In addition to classical antiviral strategies, chapters will be dedicated to discuss the non-classical drug development strategies to block vira...
Touchstone, together with Viewpoint, is a six-level English program, based on research from the Cambridge English Corpus. Touchstone uses a corpus-informed syllabus ensuring students are learning the language that people really use. Activities include a strong focus on inductive learning, personalized practice, and encouraging learner autonomy. Student's Book, Level 3B, includes Units 7-12 of Level 3 Student's Book and is at the low intermediate CEFR level (A2-B1).
One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy. Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymie the next generation's ability to resolve deep globa...