Biblio
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Auteur [ Titre] Type Année Filtres: Mot-clé est enseignement [Clear All Filters]
A knowledge engineering approach to developing educational computer games for improving students’ differentiating knowledge_1285 183..196.
British Journal of Educational TechnologyBritish Journal of Educational Technology. 44, 183-196.
(2013). Jeux sérieux et pédagogie universitaire : De la conception à l’évaluation des apprentissages..
Revue internationale des technologies en pédagogie universitaire. 8, 48 - 57.
(2011). Ipoetry : Creating space for new literacies in the english curriculum..
Journal of Adolescent & Adult Literacy. 55, 110-120.
(2011). Investigating the impact of professional development on teacher practices and beliefs regarding the use of mobile educational applications in the classroom..
Education. Doctor, 154.
(2012). Information Technology Literacy : Implications on Teaching and Learning.
Educational Technology & Society. 10(3), 175-191. (365.23 Ko)
(2007). From supergoo to scratch : Exploring creative digital media production in informal learning.
Learning, Media & Technology. 32, 149-166.
(2007). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society.
Teachers College RecordTeachers College Record. 112, 2565-2602.
(2010). A framework for sustainable mobile learning in schools.
British Journal of Educational Technology. 44, 695-715.
(2013). Explorer les possibles de l'écriture multimédia.
Les enjeux de l’information et de la communicationLes Enjeux de l’Information et de la Communication. 11-24.
(2011). Emerging technologies, ubiquitous learning, and educational transformation.
(Kloos, C. Delgado, Gillet D., Garcia R. M. Crespo, Wild F., & Wolpers M., Ed.).Towards ubiquitous learning. 6964, 1-8.
(2011). Electronic Literacy: Teaching Literary Reading through the Digital Medium.
Department of English. Ph.D.,
(2004). Do we really need media education 2.0? Teaching media in the case of participatory culture.
(, Ed.).Digital content creation. 46,
(2010). Digital literacy : What it means for arts education.
International handbook of research in arts education. 1297-1310.
(2007). Digital literacies : tracing the implications for learners and learning.
The educational and social impact of new technologies on young people in Britain. 3, 1-43.
(2008). Digital fluency : towards young people’s critical use of the Internet.
Journal of Information Literacy. 6(2), 35-55. (525.86 Ko)
(2012). « Didactiser » la notion de Média : contextes.
(184.66 Ko)
(2013). Des compétences en littératie médiatique à développer via l'analyse de stéréotypes dans les médias..
Colloque Acfas 2010. 55-71.
(2011). Des Chaperons de toutes les couleurs.
Congrès mondial du conseil international des études francophones. 187-198.
(1995). Critical literacy learning through video games: Adolescent boys’ perspectives..
E-learning and digital mediaE-learning and digital media. 4, 285-296.
(2007). Console video games and global corporations : Creating a hybrid culture..
New Media and SocietyNew Media and Society. 8, 117-137.
(2006). Confronting the challenges of participatory cultures (media education for the 21st century).
(Jenkins, H., Ed.).The John D. and Catherine T. MacArthur Foundation Reports on <br/>Digital Media and Learning. 129.
(2009). Art as Literacy.
Language Arts Language Arts . 74 , 338-350 .
(1997). Adult and youth Literacy : National, regional and global trends 1985 - 2015.
UIS Information Paper. 132.
(2013). Adolescents composing fiction in digital game and written formats : Tacit, explicit and metacognitive strategies..
E-learningE-learning. 4, 273-284.
(2007). Accompagner des élèves en difficulté dans leur appropriation de l’écrit à l’aide de la littérature jeunesse.
Revue de recherches en littératie médiatique multimodale. Vol. 2.(octobre), (5.72 Mo)
(2015).