LEADER 03258oam 2200661I 450 001 9910790993003321 005 20170816151731.0 010 $a1-138-69644-7 010 $a1-317-82126-2 010 $a1-315-81990-2 010 $a1-317-82127-0 024 7 $a10.4324/9781315819907 035 $a(CKB)2550000001183240 035 $a(EBL)1596920 035 $a(SSID)ssj0001085305 035 $a(PQKBManifestationID)11706964 035 $a(PQKBTitleCode)TC0001085305 035 $a(PQKBWorkID)11048128 035 $a(PQKB)11186301 035 $a(OCoLC)878135970 035 $a(MiAaPQ)EBC1596920 035 $a(OCoLC)897460693 035 $a(EXLCZ)992550000001183240 100 $a20180706d2014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aPopular culture, pedagogy and teacher education $einternational perspectives /$fedited by Phil Benson and Alice Chik 210 1$aNew York :$cRoutledge,$d2014. 215 $a1 online resource (426 p.) 225 1 $aRoutledge research in education ;$v109 300 $aDescription based upon print version of record. 311 $a0-415-82207-6 311 $a1-306-32015-1 320 $aIncludes bibliographical references and index. 327 $apt. 1. Popular culture outside the classroom -- pt. 2. Popular culture in the classroom -- pt. 3. Popular culture and teacher education. 330 $a"The integration of popular culture into education is a pervasive theme at all educational levels and in all subject areas. Popular Culture, Pedagogy and Teacher Education explores how 'popular culture' and 'education' come together and interact in research and practice from an interdisciplinary perspective. The international case studies in this edited volume address issues related to: - how popular culture 'teaches' our students and what they learn from it outside the classroom - how popular culture connects education to students' lives - how teachers 'use' popular culture in educational settings - how far teachers should shape what students learn from engagement with popular culture in school - how teacher educators can help teachers integrate popular culture into their teaching Providing vivid accounts of students, teachers and teacher educators, and drawing out the pedagogical implications of their work, this book will appeal to teachers and teacher educators who are searching for practical answers to the questions that the integration of popular culture into education poses for their work"--$cProvided by publisher. 410 0$aRoutledge research in education ;$v109. 606 $aCurriculum planning 606 $aPopular culture 606 $aTeachers$xTraining of 615 0$aCurriculum planning. 615 0$aPopular culture. 615 0$aTeachers$xTraining of. 676 $a370.71/1 676 $a370.711 686 $aEDU007000$aEDU018000$aEDU029000$2bisacsh 701 $aBenson$b Phil$f1955-$0254481 701 $aChik$b Alice$01207181 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790993003321 996 $aPopular culture, pedagogy and teacher education$93716110 997 $aUNINA LEADER 04819nam 22007935 450 001 9910299278103321 005 20251225200532.0 010 $a3-319-73062-2 024 7 $a10.1007/978-3-319-73062-2 035 $a(CKB)4100000002485411 035 $a(DE-He213)978-3-319-73062-2 035 $a(MiAaPQ)EBC5588803 035 $a(PPN)224638467 035 $a(EXLCZ)994100000002485411 100 $a20180219d2018 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIntelligent Technologies for Interactive Entertainment $e9th International Conference, INTETAIN 2017, Funchal, Portugal, June 20-22, 2017, Proceedings /$fedited by Yoram Chisik, Jussi Holopainen, Rilla Khaled, José Luis Silva, Paula Alexandra Silva 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $a1 online resource (XII, 165 p. 64 illus.) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v215 311 08$a3-319-73061-4 320 $aIncludes bibliographical references and index. 327 $aPlayer Expectations of Animal Incorporated Computer Games -- Reaper Tournament System -- Analysis of Average Hand-drawing and Its Application -- Dynamorph: Montessori Inspired Design for Seniors with Dementia Living in Long-Term Care Facilities -- AR Sound Sandbox: A playful interface for musical and artistic expression -- Kessel Run - a cooperative multiplayer SSVEP BCI game -- Persuasive Games for Intergenerational Social Interaction in Urban Environments -- Trampoline Jumping with a Head-Mounted Display in Virtual Reality Entertainment -- Exploring Children?s Use of a Remotely Controlled Surfacebot Character for Storytelling -- MuMail ? A Simp le Multimedia Email Client -- Enabling augmented sense-making (and pure experience) with wearable technology Playable Cities Workshop -- G:RASS ? Experiencing a City through an Artist?s Eyes -- Placemaking across Platforms: Playing to Circulate Stories in the Smart City -- Smart Magic City Run: Exploring the Implications of Public Augmented Reality Games.-Beating the City: Three Inspirational Design Patterns to Promote Social Play through Aligning Rhythms. 330 $aThis book constitutes the refereed proceedings of the 9th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2017, held in Funchal, Portugal, in June 2017. The 15 full papers were selected from 19 submissions and present developments and insights in art, design, science and engineering regarding novel entertainment-focused devices, paradigms, and reconfiguration of entertainment experiences. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v215 606 $aInteractive multimedia 606 $aMultimedia systems 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aArtificial intelligence 606 $aImage processing$xDigital techniques 606 $aComputer vision 606 $aApplication software 606 $aMedia Design 606 $aUser Interfaces and Human Computer Interaction 606 $aArtificial Intelligence 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics 606 $aComputer and Information Systems Applications 615 0$aInteractive multimedia. 615 0$aMultimedia systems. 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aArtificial intelligence. 615 0$aImage processing$xDigital techniques. 615 0$aComputer vision. 615 0$aApplication software. 615 14$aMedia Design. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aComputer and Information Systems Applications. 676 $a006.7 702 $aChisik$b Yoram$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aHolopainen$b Jussi$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKhaled$b Rilla$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aLuis Silva$b José$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aAlexandra Silva$b Paula$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910299278103321 996 $aIntelligent Technologies for Interactive Entertainment$92084186 997 $aUNINA