
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
In this book, Lim and Toh explore digital play and children's instinctive way of exploring the world to bring together research on digital play and learning, and unite game-based learning with multimodality and social semiotics. Digital play opens up immersive and interactive worlds where children can engage with complex problems, craft stories, and experiment with ideas in ways that often go beyond what's in physical play alone. The book's chapters explore the varied ways in which digital play can promote learning. The authors argue that it is timely for us to reflect on the value of digital play for learning; that it can foster literacy development as well as promote growth in the affective domain. They propose considerations, frameworks and approaches in digital play to inform the design of students' learning experiences and examine ways in which digital play can be integrated into teaching and learning. This book covers a topic which is both relevant and urgent in today's digital age. Of interest to anyone involved in designing learning with digital play, this volume will be of particular value to students and scholars in education, curriculum design, pedagogy, as well as multimodality.
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Information
Table of contents
- Cover
- Half-Title
- Series
- Title
- Copyright
- Contents
- List of Figures
- List of Tables
- Acknowledgements
- List of Abbreviations
- Overview of the Book
- 1 Learning and Play in the Digital Age
- 2 Exploring Digital Play for Learning
- 3 Digital Play and Literacy Development
- 4 Digital Play and Affective Learning
- 5 Multimodal Composing in Digital Play
- 6 Designing Learning in Digital Co-Play
- 7 Digital Divide in Play and Learning
- 8 Advancing Digital Play for Learning
- Index
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