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Maker Literacies and Identities the Digital Age: Learning Playing Through Modes MediaMaker Literacies and Identities the Digital Age: Learning Playing Through Modes MediaMaker Literacies and Identities the Digital Age: Learning Playing Through Modes Media

Maker Literacies and Identities the Digital Age: Learning Playing Through Modes Media in Bloomington, MN

By Barnes & Noble

Current price: $54.99
Get it at Barnes and Noble
Maker Literacies and Identities the Digital Age: Learning Playing Through Modes Media

Maker Literacies and Identities the Digital Age: Learning Playing Through Modes Media in Bloomington, MN

Current price: $54.99
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Size: EBook

Get it at Barnes and Noble
This book explores “making” in the school curriculum in a period in which the ability to create and respond to digital artifacts is key and focuses on makerspaces in educational settings. Combining the arts with design to give a fuller picture of the engagement and wonder that unfolds with maker literacies, the book moves across such settings and themes as: Creativity and writing in classrooms Making and developing civic engagement Emotional experiences of making Race and gender in makerspace Game-based play and coding in schools and draws its case studies from the Netherlands, Finland, Canada, Australia, the United Kingdom, and the United States.Giving as broad a perspective on makerspaces, making, and design as possible, the book will help scholars expand their understandings and help educators appreciate the power and worth of making to inspire students. It is useful for anyone hoping to apply design, maker, and makerspace approaches to their teaching and learning.
This book explores “making” in the school curriculum in a period in which the ability to create and respond to digital artifacts is key and focuses on makerspaces in educational settings. Combining the arts with design to give a fuller picture of the engagement and wonder that unfolds with maker literacies, the book moves across such settings and themes as: Creativity and writing in classrooms Making and developing civic engagement Emotional experiences of making Race and gender in makerspace Game-based play and coding in schools and draws its case studies from the Netherlands, Finland, Canada, Australia, the United Kingdom, and the United States.Giving as broad a perspective on makerspaces, making, and design as possible, the book will help scholars expand their understandings and help educators appreciate the power and worth of making to inspire students. It is useful for anyone hoping to apply design, maker, and makerspace approaches to their teaching and learning.

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