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integrated view on this paradigm shift for education. The emphasis of this book is placed on the research on innovative tools and approaches, and;
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of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media;
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of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer;
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Thinking through Digital Media: Transnational Environments and Locative Places speculates on animation, documentary, experimental;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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been devoted to new approaches in learning, with a special focus on collaborative learning. Today the ICL conferences offer a forum for;
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librarians in all aspects of their work - in information literacy, virtual reference, institutional repositories, e-learning, managing digital;
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, and digital pedagogy, this book is ideal for communications specialists, media producers, audiovisual engineers, broadcasters, computer;
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, and digital pedagogy, this book is ideal for communications specialists, media producers, audiovisual engineers, broadcasters, computer;
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technology and creative ideas for more engaging and educational games and virtual learning environments.This second edition builds on and updates the;
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respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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respective counties. Topics include best practices for designing smart classrooms, effective use of tablets and interactive whiteboards, virtual;
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looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and;
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as new material on Virtual Learning Environments, Interactive Whiteboards, and other digital media.;
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as new material on Virtual Learning Environments, Interactive Whiteboards, and other digital media.;
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examples of best practice for digital media targeting language teaching and learning. The book brings together a range of international;
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Spotify Interactive whiteboards Smartphones and tablets Virtual learning environments Blogs and other online tools. It includes classroom;
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of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between;
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Socializing the Classroom: Social Networks and Online Learning, by Susan B. Barnes, examines how social media can be used in education;
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as new material on Virtual Learning Environments, Interactive Whiteboards, and other digital media.;
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, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories;
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Online and virtual education is continually integrated in university classrooms. While online learning provides a more cost-effective;
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stand to do so even more rapidly in the future. Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and;
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stand to do so even more rapidly in the future. Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and;
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