Zusammenfassungen
Dieses Buch erwähnt ...
Personen KB IB clear | Ulrich Beck , John Seely Brown , Allan Collins , Andrea diSessa , P. Duguid , Jean Lave , Jeremy Rifkin , Lew Semjonowitsch Vygotsky , Etienne Wenger | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aussagen KB IB clear | Computerspiele fördern Lernen | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Begriffe KB IB clear | Computercomputer , Computerspielecomputer game , Lernenlearning , Spielgame | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bücher |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Texte |
|
Dieses Buch erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Schule |
Zitationsgraph
Zitationsgraph (Beta-Test mit vis.js)
Zeitleiste
47 Erwähnungen
- Enabling Social Dimensions of Learning Through a Persistent, Unified, Massively Multi-User, and Self-Organizing Virtual Environment (Julian Lombardi, Mark P. McCahill)
- The participation of children in the design of new technology (Ben Williamson) (2003)
- Situated Language and Learning - A Critique of Traditional Schooling (Literacies) (J. P. Gee) (2004)
- An anatomy of games (Martin Owen) (2004)
- One-to-one technology-enhanced learning - An opportunity for global research collaboration (Tak-Wai Chan, Jeremy Roschelle, S. Hsi, Kinshuk, Mike Sharples, Tom Brown, Charles Patton, J. Cherniavsky, Roy Pea, Cathleen Norris, Elliot Soloway, N. Balacheff, Marlene Scardamalia, Pierre Dillenbourg, C. Looi, M. Milrad, Heinz Ulrich Hoppe) (2006)
- The Cambridge Handbook of the Learning Sciences (R. Keith Sawyer) (2006)
- 25. WILD for Learning - Interacting Through New Computing Devices Anytime, Anywhere (Roy Pea, Heidy Maldonado)
- Confronting the Challenges of Participatory Culture - Media Education for the 21st Century (Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)
- How Computer Games Help Children Learn (David Williamson Shaffer) (2006)
- All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten (Mitchel Resnick) (2007)
- Laptops and Literacy - A Multi-Site Case Study (Mark Warschauer) (2008)
- Computerspiele und Videogames in formellen und informellen Bildungskontexten (2008)
- Unterrichten mit Computerspielen - Didaktische Potenziale und Ansätze für den gezielten Einsatz in Schule und Ausbildung (Dominik Petko)
- Bildungspotenziale digitaler Spiele und Spielkulturen (Johannes Fromme, Benjamin Jörissen, Alexander Unger)
- Learning with Laptops - A Multi-Method Case Study (Douglas Grimes, Mark Warschauer) (2009)
- Videospiele: 10. Kunst oder Teufelszeug - Eine Bestandesaufnahme zum Stand der Wissenschaft 2009 (Marc Bodmer) (2009)
- Didaktische Konzeption von Serious Games - Zur Verknüpfung von Spiel- und Lernangeboten (Michael Kerres, Mark Bormann, Marcel Vervenne) (2009)
- Rethinking Education in the Age of Technology - The Digital Revolution and Schooling in America (Allan Collins, Richard Halverson) (2009)
- Hanging Out, Messing Around, and Geeking Out - kids living and learning with new media (Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)
- New Technology and Digital Worlds - Analyzing Evidence of Equity in Access, Use, and Outcomes (2010)
- Schools and Schooling in the Digital Age - A Critical Analysis (Neil Selwyn) (2010)
- A New Culture of Learning - Cultivating the Imagination for a World of Constant Change (Douglas Thomas, J. S. Brown) (2011)
- Assessment and Teaching of 21st Century Skills (Patrick Griffin, Barry McGaw, Esther Care) (2011)
- 2. Defining Twenty-First Century Skills (Marilyn Binkley, Ola Erstad, Joan Herman, Senta Raizen, Martin Ripley, May Miller-Ricci, Mike Rumble)
- Mathematics Education for a New Era - Video Games as a Medium for Learning (Keith Devlin) (2011)
- Digital Games and Learning (Sara de Freitas, Paul Maharg) (2011)
- Digitale Medien - Werkzeuge für exzellente Forschung und Lehre (Gottfried S. Csanyi, Franz Reichl, Andreas Steiner) (2012)
- Mikrowelten als Abbild der Realität im Game Based Learning - (Praxisreport) (Peter Judmaier, Margit Pohl)
- Education and Social Justice in a Digital Age (Rosamund Sutherland) (2013)
- The Future of the Curriculum - School Knowledge in the Digital Age (Ben Williamson) (2013)
- Die Schule schwänzt das Lernen - Und niemand sitzt nach (Andreas Müller) (2013)
- 2. Es geht ums Lernen - Und lernen ist ein Verb
- 3. Es geht um Menschen - und denen geht es nicht sonderlich gut
- The Politics of Education and Technology - Conflicts, Controversies, and Connections (2013)
- Distrusting Educational Technology - Critical Questions for Changing Times (Neil Selwyn) (2013)
- Einführung in die Mediendidaktik - Lehren und Lernen mit digitalen Medien (Dominik Petko) (2014)
- Handbook of Research on Educational Communications and Technology - 4th edition (J. Michael Spector, M. David Merrill, Jan Elen, M. J. Bishop) (2014)
- 38. Game-Based Learning (Sigmund Tobias, J. Dexter Fletcher, Alexander P. Wind)
- The War on Learning (Elizabeth Losh) (2014)
- Making as a Learning Process - Identifying and Supporting Family Learning in Informal Settings (Lisa Brahms) (2014)
- Connected Code - Why Children Need to Learn Programming (Yasmin B. Kafai, Quinn Burke) (2014)
- The Hidden Role of Software in Educational Research - Policy to Practice (Tom Liam Lynch) (2015)
- 2. Introducing Software Studies
- Rethinking Learning in an Age of Digital Fluency - Is being digitally tethered a new learning nexus? (Maggi Savin-Baden) (2015)
- Disruptive Fixation - School Reform And The Pitfalls Of Techno-Idealism (Christo Sims) (2017)
- Coding Literacy - How Computer Programming Is Changing Writing (Annette Vee) (2017)
- Tomorrow's Learning: Involving Everyone. Learning with and about Technologies and Computing - 11th IFIP TC 3 World Conference on Computers in Education, WCCE 2017, Dublin, Ireland, July 3-6, 2017 (Arthur Tatnall, Mary Webb) (2017)
- 8. For ARGument’s Sake! - The Pros and Cons of Alternate Reality Gaming in Higher Education (Katerina Economides)
- Schnelles Lesen, langsames Lesen - Warum wir das Bücherlesen nicht verlernen dürfen (Maryanne Wolf) (2018)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- Lernen mit digitalen Lernspielen im Unterricht - Einfluss von angebots- und nutzungsspezifischen Faktoren (Nina Iten) (2019)
- Lernen mit Bildungstechnologien - Praxisorientiertes Handbuch zum intelligenten Umgang mit digitalen Medien (Helmut M. Niegemann, Armin Weinberger) (2019)
- 18. Lernspiele und Gamification (Jacqueline Schuldt)
- DELFI 2019 (Niels Pinkwart, Johannes Konert) (2019)
- Mit der Lupe unterwegs - eine spiel-basierte Lernanwendung zu Sicherheit im Internet (René Röpke, Kathrin Larisch, Sven Schöbel, Ulrik Schroeder) (2019)
- Failure to Disrupt - Why Technology Alone Can’t Transform Education (Justin Reich) (2020)
- 4. Testing the Genres of Learning at Scale - Learning Games
- Peer Pedagogies on Digital Platforms - Learning with Minecraft Let's Play Videos (Michael Dezuanni) (2020)
Co-zitierte Bücher
Being and Time
(Martin Heidegger) (1962)How Computer Games Help Children Learn
(David Williamson Shaffer) (2006)Violent Video Game Effects on Children and Adolescents
Theory, Research, and Public Policy
(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)Rethinking Education in the Age of Technology
The Digital Revolution and Schooling in America
(Allan Collins, Richard Halverson) (2009)Confronting the Challenges of Participatory Culture
Media Education for the 21st Century
(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)Living and Learning with New Media
Summary of Findings from the Digital Youth Project
(Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, Laura Robinson) (2008)The Printing Press as an Agent of Change
(Elizabeth Eisenstein) (1979)Hanging Out, Messing Around, and Geeking Out
kids living and learning with new media
(Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)Risks and safety on the internet
The perspective of European children
(Sonia Livingstone, Leslie Haddon, Anke Görzig, Kjartan Ólafsson) (2011)Handbook of Research on Educational Communications and Technology
A Project of the Association for Educational Communications and Technology
(David H. Jonassen)Volltext dieses Dokuments
What Video Games Have to Teach Us About Learning and Literacy: Gesamtes Buch als Volltext (: , 9232 kByte) |
Standorte
Bibliographisches
Beat und dieses Buch
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt ein physisches und ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).