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education bluesky.com games: Computer Games and Team and Individual Learning Harry O'Neil, Ray S. Perez, 2007-10-02 Documents research on the impact of computer games on the learning of adults. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the use of computer game technology for teaching and measurement of learning in adults. |
education bluesky.com games: A Board Game Education Jeffrey P. Hinebaugh, 2009-07-16 A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math. |
education bluesky.com games: Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, Wolfgang Mueller, 2011-08-19 This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment. |
education bluesky.com games: The Video Game Debate 2 Rachel Kowert, Thorsten Quandt, 2020-11-29 This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate. |
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education bluesky.com games: Mathematics Education for a New Era Keith Devlin, 2011-02-25 Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med |
education bluesky.com games: Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky Ning Wang, Genaro Rebolledo-Mendez, Vania Dimitrova, Noboru Matsuda, Olga C. Santos, 2023-06-29 This volume constitutes poster papers and late breaking results presented during the 24th International Conference on Artificial Intelligence in Education, AIED 2023, Tokyo, Japan, July 3–7, 2023. The 65 poster papers presented were carefully reviewed and selected from 311 submissions. This set of posters was complemented with the other poster contributions submitted for the Poster and Late Breaking results track of the AIED 2023 conference. |
education bluesky.com games: The Guide to Simulations/games for Education and Training Robert E. Horn, 1977 |
education bluesky.com games: Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky Andrew M. Olney, |
education bluesky.com games: ECGBL2015-9th European Conference on Games Based Learning Robin Munkvold and Line Kolås, 2015-09-18 These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA |
education bluesky.com games: The Multiplayer Classroom Lee Sheldon, 2020-03-09 Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. |
education bluesky.com games: Education and Social Media Christine Greenhow, Julia Sonnevend, Colin Agur, 2016-05-13 How are widely popular social media such as Facebook, Twitter, and Instagram transforming how teachers teach, how kids learn, and the very foundations of education? What controversies surround the integration of social media in students' lives? The past decade has brought increased access to new media, and with this, new opportunities and challenges for education. In this book, leading scholars from education, law, communications, sociology, and cultural studies explore the digital transformation now taking place in a variety of educational contexts. The contributors examine such topics as social media usage in schools, online youth communities, and distance learning in developing countries; the disruption of existing educational models of how knowledge is created and shared; privacy; accreditation; and the tension between the new ease of sharing and copyright laws. Case studies examine teaching media in K-12 schools and at universities; tuition-free, open education powered by social media, as practiced by University of the People; new financial models for higher education; the benefits and challenges of MOOCS (Massive Open Online Courses); social media and teacher education; and the civic and individual advantages of teens' participatory play. |
education bluesky.com games: Supporting Colour Blindness in Education and Beyond Marie Difolco, 2024-12-02 Would you be surprised to know, one child in every average class of thirty is Colour Blind? Colour Blindness can be a barrier to learning across the whole curriculum, yet most schools cannot identify all their Colour Blind children, and practitioners often cannot recall teaching a child with it. This essential guide explores Colour Blindness, an often-unrecognised special educational need and disability (SEND). It gives you the tools and confidence to ensure children with Colour Blindness can reach their full potential. It helps you to understand what the condition is so you can easily make your teaching accessible and inclusive to all Colour Blind children, undiagnosed or not. The book: • Offers detailed and practical guidance for identifying Colour Blindness and catering for it from early years through to higher education and beyond. • Focuses on simple and easy-to-implement strategies to ensure Colour Blind children are not disadvantaged, dispelling myths and misguidance along the way. • Discusses how educators and parents can work together to raise the child’s self-esteem, seeking solutions and interventions that do not single them out, or in fact remove colour as a useful tool for those that see it normally. This accessible book is vital reading for SENDCos, teachers and classroom assistants, from nursery through to upper secondary, as well as the parents and carers of Colour Blind children. |
education bluesky.com games: The Courage Game Jeni Whittaker, 2021-09-08 Gladys grows up in a large family, convinced she is the odd one out, especially compared with pretty Rita, the sister closest to her. Then elder brother Jim invents a new game, he calls the Courage Game, in which all seven of the children will be tested for their ability to keep a stiff upper lip. |
education bluesky.com games: Educational Manual U.S. Army. Education and recreation special school, United States. Army. Education & recreation special school, Camp Grant, Ill, 1920 |
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education bluesky.com games: Blue Sky White Stars Sarvinder Naberhaus, 2017-06-13 An inspiring and patriotic tribute to the beauty of the American flag, a symbol of America’s history, landscape, and people, illustrated by New York Times bestselling and Caldecott-honor winning artist Kadir Nelson Wonderfully spare, deceptively simple verses pair with richly evocative paintings to celebrate the iconic imagery of our nation, beginning with the American flag. Each spread, sumptuously illustrated by award-winning artist Kadir Nelson, depicts a stirring tableau, from the view of the Statue of Library at Ellis Island to civil rights marchers shoulder to shoulder, to a spacecraft at Cape Canaveral blasting off. This book is an ode to America then and now, from sea to shining sea. |
education bluesky.com games: Beyond Barbie and Mortal Kombat Yasmin B. Kafai, Carrie Heeter, Jill Denner, Jennifer Y. Sun, 2011-02-25 Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, “second lives,” “modding,” serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad “booth babes” whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow “modding” (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine |
education bluesky.com games: ECGBL 2022 16th European Conference on Game-Based Learning Conceição Costa, 2022-10-06 |
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education bluesky.com games: Today's Education National Education Association of the United States, 1923 |
education bluesky.com games: Primary Education, Popular Educator , 1926 |
education bluesky.com games: Incorporating the Human Element in Online Teaching and Learning Gray, Laura E., Dunn, Shernette D., 2024-03-25 The rapid shift to online learning, accelerated by the challenges of the COVID-19 pandemic, has brought both convenience and unforeseen hurdles. Despite the appeal of flexible education, the attrition rates in online courses remain persistently higher than in traditional face-to-face counterparts. This escalating issue impacts individual students and threatens the stability of entire learning institutions. The imminent need for a comprehensive solution to address the root causes of high attrition rates has never been more critical. Incorporating the Human Element in Online Teaching and Learning, meticulously crafted for college professors, researchers, graduate students, policymakers, instructional designers, and college administrators, provides a comprehensive roadmap for mitigating the attrition crisis in online education. The book equips educators with culturally responsive pedagogical practices by addressing the critical need for humanistic engagement in online courses, ensuring that online learning spaces become more inclusive and supportive. As a result, the strategies outlined in this book empower educators to create a sense of belonging for diverse student populations and offer a blueprint for colleges and universities to foster professional development opportunities. Ultimately, this transformative guide is a cornerstone in reshaping the online learning experience, ensuring that every student, regardless of background, can thrive in the digital classroom. |
education bluesky.com games: Service Learning in the PreK-3 Classroom Vickie E. Lake, Ithel Jones, 2012 Based on field trials with over 2,000 students and 215 educators, this one-of-a-kind resource presents all the background knowledge and skills needed to effectively use service learning in preK and primary classrooms. Rich in both theory and practice, the book reflects the tenets of the National Association for the Education of Young Children's(NAEYC) developmentally appropriate practices (DAP), combining community service with differentiated curriculum-based learning to meet the academic and social needs of young children in meaningful ways. Sample lesson plans are based on tested classroom projects and correlated to national service learning, Head Start, and core content standards. It includes dozens of ready-to-use templates for lesson planning, surveying, assessment, evaluation, permissions, and documentation. An accompanying CD-ROM offers customizable versions of the book's forms along with additional sample lesson plans and a PowerPoint presentation for use in preservice and professional development-- |
education bluesky.com games: Advances in Multimedia, Software Engineering and Computing Vol.2 David Jin, Song Lin, 2011-11-23 MSEC2011 is an integrated conference concentrating its focus upon Multimedia, Software Engineering, Computing and Education. In the proceeding, you can learn much more knowledge about Multimedia, Software Engineering ,Computing and Education of researchers all around the world. The main role of the proceeding is to be used as an exchange pillar for researchers who are working in the mentioned field. In order to meet high standard of Springer, AISC series ,the organization committee has made their efforts to do the following things. Firstly, poor quality paper has been refused after reviewing course by anonymous referee experts. Secondly, periodically review meetings have been held around the reviewers about five times for exchanging reviewing suggestions. Finally, the conference organization had several preliminary sessions before the conference. Through efforts of different people and departments, the conference will be successful and fruitful. |
education bluesky.com games: The Journal of the National Education Association National Education Association of the United States, 1923 |
education bluesky.com games: Journal of the National Education Association , 1923 |
education bluesky.com games: Learn to Play Matthew M. White, 2014-06-03 See How to Unobtrusively Incorporate Good Teaching into Your Game's MechanicsLearn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, |
education bluesky.com games: Press Reset Jason Schreier, 2021-05-11 From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late. |
education bluesky.com games: American Physical Education Review , 1922 |
education bluesky.com games: Educated Tara Westover, 2018-02-20 #1 NEW YORK TIMES, WALL STREET JOURNAL, AND BOSTON GLOBE BESTSELLER • One of the most acclaimed books of our time: an unforgettable memoir about a young woman who, kept out of school, leaves her survivalist family and goes on to earn a PhD from Cambridge University “Extraordinary . . . an act of courage and self-invention.”—The New York Times NAMED ONE OF THE TEN BEST BOOKS OF THE YEAR BY THE NEW YORK TIMES BOOK REVIEW • ONE OF PRESIDENT BARACK OBAMA’S FAVORITE BOOKS OF THE YEAR • BILL GATES’S HOLIDAY READING LIST • FINALIST: National Book Critics Circle’s Award In Autobiography and John Leonard Prize For Best First Book • PEN/Jean Stein Book Award • Los Angeles Times Book Prize Born to survivalists in the mountains of Idaho, Tara Westover was seventeen the first time she set foot in a classroom. Her family was so isolated from mainstream society that there was no one to ensure the children received an education, and no one to intervene when one of Tara’s older brothers became violent. When another brother got himself into college, Tara decided to try a new kind of life. Her quest for knowledge transformed her, taking her over oceans and across continents, to Harvard and to Cambridge University. Only then would she wonder if she’d traveled too far, if there was still a way home. “Beautiful and propulsive . . . Despite the singularity of [Westover’s] childhood, the questions her book poses are universal: How much of ourselves should we give to those we love? And how much must we betray them to grow up?”—Vogue NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The Washington Post • O: The Oprah Magazine • Time • NPR • Good Morning America • San Francisco Chronicle • The Guardian • The Economist • Financial Times • Newsday • New York Post • theSkimm • Refinery29 • Bloomberg • Self • Real Simple • Town & Country • Bustle • Paste • Publishers Weekly • Library Journal • LibraryReads • Book Riot • Pamela Paul, KQED • New York Public Library |
education bluesky.com games: Glued to Games Scott Rigby, Richard M. Ryan, 2011-02-18 This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences. |
education bluesky.com games: How Do Video Games Work? L. E. Carmichael, 2015-08-01 Young readers will love this exciting, in-depth yet accessible look at how video games work and how they are made.-- |
education bluesky.com games: The Breakaways Cathy G. Johnson, 2019-03-05 Quiet, sensitive Faith starts middle school already worrying about how she will fit in. To her surprise, Amanda, a popular eighth grader, convinces her to join the school soccer team, the Bloodhounds. Having never played soccer in her life, Faith ends up on the C team, a ragtag group that’s way better at drama than at teamwork. Although they are awful at soccer, Faith and her teammates soon form a bond both on and off the soccer field that challenges their notions of loyalty, identity, friendship, and unity. The Breakaways from Cathy G. Johnson is a raw, and beautifully honest graphic novel that looks into the lives of a diverse and defiantly independent group of kids learning to make room for themselves in the world. |
education bluesky.com games: Science Education , 1928 |
education bluesky.com games: LetÕs Learn Numbers, Ages 2 - 5 Spectrum, 2011-01-03 Spectrum LetÕs Learn Numbers builds fine motor skills while teaching numbers and counting, 1Ð25. This hands-on workbook offers step-by-step instructions for parents working with children ages 2 and up. Includes engaging activities to delight the youngest learners. Its 64 full-color pages will captivate children while enhancing their fine motor skills and learn important skills necessary for preschool and kindergarten. |
education bluesky.com games: ENYA Chilly Gonzales, 2020-11-18 Chilly Gonzales is one of the most exciting, original, hard-to-pin-down musicians of our time. Filling halls worldwide at the piano in his slippers and a bathrobe—in any one night he can be dissecting the musicology of an Oasis hit, giving a sublime solo recital, and displaying his lyrical dexterity as a rapper. In his book about Enya, he asks: Does music have to be smart or does it just have to go to the heart? In dazzling, erudite prose Gonzales delves beyond her innumerable gold discs and millions of fans to excavate his own enthusiasm for Enya's singular music as well as the mysterious musician herself, and along the way uncovers new truths about the nature of music, fame, success and the artistic endeavour. |
education bluesky.com games: Discourse and Digital Practices Rodney H Jones, Alice Chik, Christoph A Hafner, 2015-02-11 Discourse and Digital Practices shows how tools from discourse analysis can be used to help us understand new communication practices associated with digital media, from video gaming and social networking to apps and photo sharing. This cutting-edge book: draws together fourteen eminent scholars in the field including James Paul Gee, David Barton, Ilana Snyder, Phil Benson, Victoria Carrington, Guy Merchant, Camilla Vasquez, Neil Selwyn and Rodney Jones answers the central question: How does discourse analysis enable us to understand digital practices? addresses a different type of digital media in each chapter demonstrates how digital practices and the associated new technologies challenge discourse analysts to adapt traditional analytic tools and formulate new theories and methodologies examines digital practices from a wide variety of approaches including textual analysis, conversation analysis, interactional sociolinguistics, multimodal discourse analysis, object ethnography, geosemiotics, and critical discourse analysis. Discourse and Digital Practices will be of interest to advanced students studying courses on digital literacies or language and digital practices. |
education bluesky.com games: Starting School Brooker, Liz, 2002-04-01 This is a unique portrait of a group of working-class families whose 4 year old children start school on the cusp of the millenium in urban Britain. It is a brilliant analysis of ways in which parents, children and teachers strive to cross cultural and linguistic boundaries to come to a common understanding of 'school'. Beautifully written, it is essential reading for all involved in the education of young children. - Eve Gregory, Professor of Language and Culture in Education, Goldsmiths, University of London. This book will challenge and support practitioners in their quest to improve early childhood practice. The use of theory is 'friendly' and the real-life examples of the experiences of young children and their parents really bring home to the reader the experience of inequality. Readers will rarely find a book which expresses the complexity of educational experience in such an accessible form. This is a valuable book for every level of early years training. - Iram Siraj-Blatchford, Professor of Early Childhood Education, Institute of Education, University of London. * How does the home experience of children from poor and ethnic minority communities influence their adaptation to school? * How does the traditional 'child-centred' and progressive pedagogy of early years classrooms meet the needs of children from culturally diverse backgrounds? Starting School seeks to address these key questions by tracing the learning experiences of individual children from a poor inner-urban neighbourhood - half of them from Bangladeshi families - as they acquire the knowledge appropriate to their home culture and then take this knowledge to their reception class. The book highlights the small differences in family life - in parenting practices, in perspectives on childhood, and in beliefs about work and play - which make a big difference to children's adaptations to school. In other words, it shows how children succeed and fail from their early days at school. It shows too how the 'good intentions' of good teachers can sometimes allow children from certain backgrounds to become disaffected, and learn to fail; and it suggests ways of working with children from working class and multicultural families which may help both children and parents to gain a better understanding of school learning in the UK. |
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Education.com | #1 Educational Site for Pre-K to 8th Grade
Education.com has multiple resources organized for any learning tool you might need as a teacher, parent, and student, and I love the ability to be able to sort by grade, subject, …
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Boost learning with our free printable worksheets for kids! Explore educational resources covering PreK-8th grade subjects like math, English, science, and more.
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Over 10,000 math worksheets, games, lesson plans, and other resources from the web’s biggest learning library. Addition. Fractions. Division. And much more!
Worksheets, Educational Games, Printables, and Activities
The Learning Library provides a myriad of refreshing educational resources that will keep educators and students excited about learning. Hundreds of professionally-designed lesson …
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Discover engaging educational games designed for K-8 learners. Make learning fun with our diverse collection of math, reading, and other subject-specific games. Start playing for free today!
Brainzy | Education.com
Brainzy offers educational games for kids to enhance their learning experience.
Kindergarten Worksheets | Education.com
Get free kindergarten worksheets to help your child master key skills like the alphabet, basic sight words, and basic addition. Download and print in seconds.
1st Grade Worksheets - Education.com
Access hundreds of free, printable 1st grade worksheets covering core subjects like math, reading, and writing. Perfect for teachers, parents, and homeschoolers!
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Browse Interactive Worksheets. Award winning educational materials designed to help kids succeed. Start for free now!
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Stop the clock when the hands match the time you hear. In this crazy clock game, students will practice telling time to the nearest five minutes.