Homo Zappiens: Growing Up in a Digital AgeA&C Black, 1 janv. 2006 - 160 pages > |
Table des matières
Authors acknowledgements | 5 |
Preface | 7 |
A time of change | 15 |
Meeting Homo zappiens | 27 |
Making sense of chaos | 53 |
Learning playfully | 79 |
Stopping the roller coaster | 99 |
What schools could do | 111 |
Glossary | 141 |
| 149 | |
Acknowledgements | 156 |
| 158 | |
Expressions et termes fréquents
43 Things activities become behaviour blog challenge chapter chat child collaboration communication technology computer mouse connection Connectivism consider create creative Del.icio.us develop discuss DSpace E-trax educational system environment example experience Flickr friends future global homework Homo zappiens images immersion important individual information flows information overload information sources interaction interesting iPod Jack keywords knowledge kwie LAN party language learners learning LimeWire lives look maths mobile phone multimedia multitasking Netvibes networks offer parents players playing computer games playing games problem pupils recognize relevant Richard Thieme role screenshot share skills Skype SMS language social Social software society solve specific standard strategies teachers teaching television channels things traditional trust upload users virtual VoIP watching television Wikipedia World of Warcraft zapping
Fréquemment cités
Page 149 - Gaming the system: What higher education can learn from multiplayer online worlds.
Page 149 - Kirriemuir, J. & McFarlane, A. (2004), 'Literature Review in Games and Learning', Report 8, NESTA Futurelab, Bristol, www.nestafuturelab.org/research/reviews/08_01.htm, 08-06-05 Kolb, DA (1984), Experiential Learning, Prentice Hall, Englewood Cliffs, NJ Kurzweil, R.
Références à ce livre
E-learning and Social Networking Handbook: Resources for Higher Education Robin Mason,Frank Rennie Aucun aperçu disponible - 2008 |

