The K-12 Educational Technology Handbook
Acknowledgements
Author List
Part 1. Foundations
1.1. Technology Integration
1.2. Connectivism
1.3. Lifelong Learning
1.4. Information Literacy
Part 2. Classroom Applications
2.1. Blogging
2.2. Coding
2.3. Computational Thinking
2.4. English Language Learning
2.5. Foreign Language Teaching, Part 1
2.6. Foreign Language Teaching, Part 2
2.7. Gamification
2.8. iPad Learning Centers
2.9. Open Educational Resources
2.10. STEAM Mindset
Part 3. Legal, Ethical, and Socially-Responsible Use
3.1. Copyright and Open Licensing
3.2. Digital Equity
3.3. Online Professionalism
3.4. Online Safety
3.5. Universal Design for Learning
Glossary of Terms
Index of Topics
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Acknowledgements
Author List
Foundations
Technology Integration
Connectivism
Lifelong Learning
Information Literacy
Classroom Applications
Blogging
Coding
Computational Thinking
English Language Learning
Foreign Language Teaching, Part 1
Foreign Language Teaching, Part 2
Gamification
iPad Learning Centers
Open Educational Resources
STEAM Mindset
Legal, Ethical, and Socially-Responsible Use
Copyright and Open Licensing
Digital Equity
Online Professionalism
Online Safety
Universal Design for Learning
Glossary of Terms
Index of Topics
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2.2. Coding
… of digital objects to create
Games
, visualizations, models, or simulations.…
For many coding
Games
or apps, once the blocks are arranged, a program can be…
Computer or Mobile Device Assisted
Games
2.3. Computational Thinking
2.4. English Language Learning
2.6. Foreign Language Teaching, Part 2
2.7. Gamification
… teaching through the playing of
Games
, gamified instruction is the integration…
In his book, What Video
Games
Have to Teach Us About Learning and Literacy,…
… of the European Conference on
Games
Based Learning, 1(2009), 50â57.
Gee, J. P. (2014). What Video
Games
Have to Teach Us About Learning and Literacy.…
… for Meaningful Gamification.
Games
, Learning, Society, 1â7. http://doi.org/10.1007/978-3-319-10208-5_1
… The motivational pull of video
Games
: A self-determination theory approach.…
2.8. iPad Learning Centers
… than just drill and practice or
Games
to keep students busy and quiet. There…
2.9. Open Educational Resources
3.3. Online Professionalism
… (e.g. Google Docs, online video
Games
) (University of Texas at Austin, 2011;…
… information about the team's
Games
/tournaments/success. He tells his players…
2.10. STEAM Mindset
1.1. Technology Integration
… incentives to learning, such as
Games
or other rewards, or by providing systems…