Zobrazeno 1 - 10
of 37
pro vyhledávání: '"Elisabeth Gee"'
Autor:
Elisabeth Gee
Publikováno v:
Perspectiva, Vol 33, Iss 3, Pp 1011-1040 (2016)
Este artigo descreve como o jogo de computador The Sims e o mundo virtual Teen Second Life foram usados como pontos de partida para o desenvolvimento dos interesses e das capacidades de meninas em relação às tecnologias de informação. A trajetó
Externí odkaz:
https://doaj.org/article/bfd09184542449d4b8b0c2b1dcf2b0da
Publikováno v:
CoDesign. :1-14
Autor:
James Paul Gee, Elisabeth Gee
Publikováno v:
L1-Educational Studies in Language and Literature. :1-5
Autor:
Elisabeth Gee, Yuchan Gao
Publikováno v:
Adult Literacy Education: The International Journal of Literacy, Language, and Numeracy. 4:67-73
Autor:
Priyanka Parekh, Earl Aguilera, Sinem Siyahhan, Kelly M. Tran, Luis E. Pérez Cortés, Elisabeth Gee, Taylor Kessner
Publikováno v:
International Journal of Science Education. 43:2148-2168
Framing, implementing, and engaging youth in authentic scientific inquiry are highly valued in science education; however, we have very limited knowledge of the nature and use of tools that accompl...
Autor:
Sinem Siyahhan, Earl Aguliera, Priyanka Parekh, Kelly M. Tran, Elisabeth Gee, Luis E. Pérez Cortés, Taylor Kessner
Publikováno v:
Information and Learning Sciences. 122:651-670
Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative ap
Autor:
Earl Aguilera, Elisabeth Gee
Publikováno v:
Pedagogies: An International Journal. 16:173-186
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, d...
Autor:
Elisabeth Gee
Publikováno v:
The International Encyclopedia of Media Psychology
Autor:
Elisabeth Gee
Publikováno v:
The International Encyclopedia of Media Psychology. :1-6
Publikováno v:
International Journal of Designs for Learning. 11:17-26
This design case describes the development of three analog games intended to introduce middle-school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some