Synopses & Reviews
Synopsis
Chapter 1 Emerging Practices and Issues of New Media and Learning
Chapter 2 Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory Culture
Chapter 3 Learning, Becoming, Embodying: A review of Embodiment in An Era of Learning with Contemporary Media
Chapter 4 Games-to-teach or Games-to-learn: Addressing the Learning Needs of 21st Century Education through Performance
Chapter 5 Issues and Challenges of Enacting Game-Based Learning in Schools
Chapter 6 The Digital Textbook in South Korea: Opportunities and Challenges
Chapter 7 The Construction of Media in Education Policies: A Comparative Study of Singapore and Taiwan
Chapter 8 Forecast the Scarcity of Game Generation: Digital Game Literacy
Chapter 9 Effects of digital gaming among children and adolescents in Singapore: A summary of research findings
Chapter 10 Is it still King Lear? English teachers and the e-reader phenomenon
Chapter 11 Towards a Web 2.0 TPACK Lesson Design Framework: Applications of a Web 2.0 TPACK survey of Singapore pre-service teachers
Chapter 12 Learning by Doing in the Digital Media Age
Chapter 13 Singapore Youth's Digital Culture of Informal Learning