Author: Grace J. Craig
Publisher: Pearson Educación
ISBN: 9789684445161
Category : Juvenile Nonfiction
Languages : en
Pages : 726
Book Description
Designed for students from a wide range of backgrounds, this text takes a chronological and interdisciplinary approach to human development. With its focus on context and culture, the 8/E illustrates that the status of human development is inextricably embedded in a study of complex and changing cultures.
Human Development
Author: Grace J. Craig
Publisher: Pearson Educación
ISBN: 9789684445161
Category : Juvenile Nonfiction
Languages : en
Pages : 726
Book Description
Designed for students from a wide range of backgrounds, this text takes a chronological and interdisciplinary approach to human development. With its focus on context and culture, the 8/E illustrates that the status of human development is inextricably embedded in a study of complex and changing cultures.
Publisher: Pearson Educación
ISBN: 9789684445161
Category : Juvenile Nonfiction
Languages : en
Pages : 726
Book Description
Designed for students from a wide range of backgrounds, this text takes a chronological and interdisciplinary approach to human development. With its focus on context and culture, the 8/E illustrates that the status of human development is inextricably embedded in a study of complex and changing cultures.
Caminando juntos
Author: M. Elizabeth Leal Apaéz, Ary Elzyra Ramírez Castillo
Publisher: Editorial Gedisa
ISBN:
Category : Education
Languages : en
Pages : 150
Book Description
El Programa de Formación e Innovación para Atender a la Primera Infancia desde la Universidad Pública es el resultado de una iniciativa encabezada por el Dr. Luciano Concheiro Bórquez, Subsecretario de Educación Superior, quien, a partir de una visión de educación compartida, convocó a diversos actores a unir esfuerzos en la reorganización de nuestro sistema educativo y sus políticas públicas y así contribuir a la gran transformación nacional desde sus cimientos. Este llamado tuvo eco en 16 IES afiliadas a la ANUIES, siendo la UATx la encargada de coordinar los trabajos bajo el liderazgo del Dr. Luis Armando González Placencia y del Dr. Serafín Ortiz Ortiz. Caminando Juntos, Volumen 1 es uno de los primeros resultados del Programa y en éste se presentan algunos de los productos de investigación elaborados por los Cuerpos Académicos Interinstitucionales, los cuales fueron constituidos para atender las diversas problemáticas relacionadas con las primeras infancias en México. En sus páginas, el lector encontrará las realidades cotidianas que las niñas y los niños, sus comunidades y los profesionales que los atienden, deben sortear a base de creatividad, perseverancia y un alto nivel de compromiso en el logro de su desarrollo integral. Esta obra nos llevará a un recorrido que inicia en la zona costera de Chiapas y pasa por los estados del centro hasta llegar a la zona Yaqui de Sonora, exponiendo situaciones de rezago social y académico al tiempo que propone algunas alternativas innovadoras para enfrentar las situaciones de vulnerabilidad, violencia y exclusión sistemática de las que son objeto las infancias mexicanas. Sirva este primer volumen como un paso firme en el trayecto que habremos de caminar juntos para lograr que las primeras infancias mexicanas se desarrollen en plenitud, procurando espacios para que su voz sea escuchada y donde reciban un cuidado amoroso y sensible.
Publisher: Editorial Gedisa
ISBN:
Category : Education
Languages : en
Pages : 150
Book Description
El Programa de Formación e Innovación para Atender a la Primera Infancia desde la Universidad Pública es el resultado de una iniciativa encabezada por el Dr. Luciano Concheiro Bórquez, Subsecretario de Educación Superior, quien, a partir de una visión de educación compartida, convocó a diversos actores a unir esfuerzos en la reorganización de nuestro sistema educativo y sus políticas públicas y así contribuir a la gran transformación nacional desde sus cimientos. Este llamado tuvo eco en 16 IES afiliadas a la ANUIES, siendo la UATx la encargada de coordinar los trabajos bajo el liderazgo del Dr. Luis Armando González Placencia y del Dr. Serafín Ortiz Ortiz. Caminando Juntos, Volumen 1 es uno de los primeros resultados del Programa y en éste se presentan algunos de los productos de investigación elaborados por los Cuerpos Académicos Interinstitucionales, los cuales fueron constituidos para atender las diversas problemáticas relacionadas con las primeras infancias en México. En sus páginas, el lector encontrará las realidades cotidianas que las niñas y los niños, sus comunidades y los profesionales que los atienden, deben sortear a base de creatividad, perseverancia y un alto nivel de compromiso en el logro de su desarrollo integral. Esta obra nos llevará a un recorrido que inicia en la zona costera de Chiapas y pasa por los estados del centro hasta llegar a la zona Yaqui de Sonora, exponiendo situaciones de rezago social y académico al tiempo que propone algunas alternativas innovadoras para enfrentar las situaciones de vulnerabilidad, violencia y exclusión sistemática de las que son objeto las infancias mexicanas. Sirva este primer volumen como un paso firme en el trayecto que habremos de caminar juntos para lograr que las primeras infancias mexicanas se desarrollen en plenitud, procurando espacios para que su voz sea escuchada y donde reciban un cuidado amoroso y sensible.
Education for Sustainable Development Goals
Author: Rieckmann, Marco
Publisher: UNESCO Publishing
ISBN: 9231002090
Category :
Languages : en
Pages : 67
Book Description
Publisher: UNESCO Publishing
ISBN: 9231002090
Category :
Languages : en
Pages : 67
Book Description
Capacitaci¢n de profesionales id¢neos en desarrollo juvenil
Author: William B. Kearney
Publisher: iUniverse
ISBN: 1491734981
Category : Social Science
Languages : en
Pages : 203
Book Description
Sin importar si usted es voluntario por temporada, líder de grupo o profesional a tiempo completo, necesita consejos prácticos sobre cómo brindarles a los adolescentes las herramientas necesarias para que puedan triunfar. La guía Capacitación de profesionales idóneos en desarrollo juvenil o E-QYP, por sus siglas en inglés brinda las mejores prácticas para ayudar a niños y adolescentes de entre seis y dieciocho años de edad a alcanzar su potencial. Ofrece, además, ideas apropiadas para cada edad que usted puede aplicar a su programa específico para niños y adolescentes. E-QYP es una referencia muy útil para todos, así como también una poderosa herramienta de desarrollo de voluntarios y empleados al implementarse en organizaciones. Actúa, además, como complemento ideal de libros de texto académicos sobre desarrollo infantil y juvenil. Dotada de información de lectura sencilla y ejemplos de actividades que realmente funcionan, esta guía puede ayudarlo a ayudar a los jóvenes con los que usted comparte su vida.
Publisher: iUniverse
ISBN: 1491734981
Category : Social Science
Languages : en
Pages : 203
Book Description
Sin importar si usted es voluntario por temporada, líder de grupo o profesional a tiempo completo, necesita consejos prácticos sobre cómo brindarles a los adolescentes las herramientas necesarias para que puedan triunfar. La guía Capacitación de profesionales idóneos en desarrollo juvenil o E-QYP, por sus siglas en inglés brinda las mejores prácticas para ayudar a niños y adolescentes de entre seis y dieciocho años de edad a alcanzar su potencial. Ofrece, además, ideas apropiadas para cada edad que usted puede aplicar a su programa específico para niños y adolescentes. E-QYP es una referencia muy útil para todos, así como también una poderosa herramienta de desarrollo de voluntarios y empleados al implementarse en organizaciones. Actúa, además, como complemento ideal de libros de texto académicos sobre desarrollo infantil y juvenil. Dotada de información de lectura sencilla y ejemplos de actividades que realmente funcionan, esta guía puede ayudarlo a ayudar a los jóvenes con los que usted comparte su vida.
The language of international communication
Author:
Publisher: Edicions Universitat Barcelona
ISBN: 9788447526079
Category :
Languages : en
Pages : 400
Book Description
Publisher: Edicions Universitat Barcelona
ISBN: 9788447526079
Category :
Languages : en
Pages : 400
Book Description
Total Engagement
Author: Byron Reeves
Publisher: Harvard Business Press
ISBN: 1422155137
Category : Business & Economics
Languages : en
Pages : 286
Book Description
Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.
Publisher: Harvard Business Press
ISBN: 1422155137
Category : Business & Economics
Languages : en
Pages : 286
Book Description
Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.
Boletin Internacional de Bibliografia Sobre Educacion
Video Games and Learning
Author: Kurt Squire
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
A Child's Work
Author: Vivian Gussin Paley
Publisher: University of Chicago Press
ISBN: 0226644987
Category : Psychology
Languages : en
Pages : 111
Book Description
The buzz word in education today is accountability. But the federal mandate of "no child left behind" has come to mean curriculums driven by preparation for standardized tests and quantifiable learning results. Even for very young children, unstructured creative time in the classroom is waning as teachers and administrators are under growing pressures to measure school readiness through rote learning and increased homework. In her new book, Vivian Gussin Paley decries this rapid disappearance of creative time and makes the case for the critical role of fantasy play in the psychological, intellectual, and social development of young children. A Child's Work goes inside classrooms around the globe to explore the stunningly original language of children in their role-playing and storytelling. Drawing from their own words, Paley examines how this natural mode of learning allows children to construct meaning in their worlds, meaning that carries through into their adult lives. Proof that play is the work of children, this compelling and enchanting book will inspire and instruct teachers and parents as well as point to a fundamental misdirection in today's educational programs and strategies.
Publisher: University of Chicago Press
ISBN: 0226644987
Category : Psychology
Languages : en
Pages : 111
Book Description
The buzz word in education today is accountability. But the federal mandate of "no child left behind" has come to mean curriculums driven by preparation for standardized tests and quantifiable learning results. Even for very young children, unstructured creative time in the classroom is waning as teachers and administrators are under growing pressures to measure school readiness through rote learning and increased homework. In her new book, Vivian Gussin Paley decries this rapid disappearance of creative time and makes the case for the critical role of fantasy play in the psychological, intellectual, and social development of young children. A Child's Work goes inside classrooms around the globe to explore the stunningly original language of children in their role-playing and storytelling. Drawing from their own words, Paley examines how this natural mode of learning allows children to construct meaning in their worlds, meaning that carries through into their adult lives. Proof that play is the work of children, this compelling and enchanting book will inspire and instruct teachers and parents as well as point to a fundamental misdirection in today's educational programs and strategies.
Serious Games
Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.