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1. |
Record Nr. |
UNINA9910783501703321 |
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Autore |
Walker Decker F |
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Titolo |
Fundamentals of curriculum [[electronic resource] ] : passion and professionalism / / Decker F. Walker |
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Pubbl/distr/stampa |
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Mahwah, N.J., : L. Erlbaum Associates, 2003 |
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ISBN |
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1-135-66117-0 |
1-282-59621-7 |
9786612596216 |
1-4106-0625-2 |
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Edizione |
[2nd ed.] |
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Descrizione fisica |
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1 online resource (358 p.) |
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Disciplina |
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Soggetti |
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Curriculum planning - United States |
Education - Curricula - United States |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references (p. 319-328) and index. |
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Nota di contenuto |
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Book Cover; Title; Copyright; Brief Table of Contents; Table of Contents; Preface; Acknowledgments; PART 1: PERSPECTIVES; CHAPTER ONE: Curriculum Work; CHAPTER TWO: Traditions of Curriculum Practice; CHAPTER THREE: Curriculum Theories; CHAPTER FOUR: Curriculum Reform; CHAPTER FIVE: Curriculum Studies; PART 2: PRACTICE; CHAPTER SIX: Curriculum Practice; CHAPTER SEVEN: Improving Curriculum Practice; CHAPTER EIGHT: Improving Classroom Curriculum; CHAPTER NINE: Improving School Curriculum; References; Index |
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Sommario/riassunto |
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Graduate students and teachers of introductory graduate courses in curriculum have many textbooks to choose from. What is special about Fundamentals of Curriculum: Passion and Professionalism, Second Edition? Content and approach: Clear, focused, and tightly structured, this text provides essential information and resources education professionals need to effectively deal with the urgent and important curriculum problems they face in schools today. Part I (""Perspectives"") looks at curriculum from five fundamental perspectives: curriculum work, traditions of curriculum |
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2. |
Record Nr. |
UNINA9910557601903321 |
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Autore |
Llorens-Largo Faraón |
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Titolo |
Gamification and Advanced Technology to Enhance Motivation in Education |
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Pubbl/distr/stampa |
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Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 |
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Descrizione fisica |
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1 online resource (198 p.) |
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Soggetti |
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Information technology industries |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Sommario/riassunto |
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This book, entitled "Gamification and Advanced Technology to Enhance Motivation in Education", contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education. |
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