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The SAGE Encyclopedia of Theory in Counseling and Psychotherapy is a two-volume source that traces theory and examines the beginnings of counseling and psychotherapy all the way to current trends and movements. This reference work draws together a team of international scholars that examine the global landscape of all the key counseling and psychotherapy theories and the theorists behind them while presenting them in context needed to understand their strengths and weaknesses. This is a quick, one-stop source that gives the reader the “who, what, where, how, and why” of contemporary counseling and psychotherapy theory. From historical context in which the theories were developed to the t...
"This volume is grounded in the thesis that information technology may offer the only viable avenue to the implementation of constructivist and progressive educational principles in higher education, and that the numerous efforts now under way to realize these principles deserve examination and evaluation"--Provided by publisher.
"This book examines the benefits and costs associated with the utilization of technology-mediated instructional environments, recognizing that instructional technology could offer alternative means of communication for understanding"--Provided by publisher.
Distance Learning is for leaders, practitioners, and decision makers in the fields of distance learning, elearning, telecommunications, and related areas. It is a professional journal with applicable information for those involved with providing instruction to all kinds of learners, of all ages, using telecommunications technologies of all types. Stories are written by practitioners for practitioners with the intent of providing usable information and ideas. Articles are accepted from authors--new and experienced--with interesting and important information about the effective practice of distance teaching and learning. Distance Learning is published quarterly. Each issue includes eight to ten articles and three to four columns, including the highly regarded "And Finally..." column covering recent important issues in the field and written by Distance Learning editor, Michael Simonson. Articles are written by practitioners from various countries and locations, nationally and internationally.
On the 15th of June 1921, during his stay in Baden-Baden, Germany, British novelist D. H. Lawrence (1885-1930) encountered the German physicist Albert Einstein (1879-1955). Lawrence read an English translation of Relativity: The Special and General Theory, which had been published in the previous year. The very next day he wrote: “Einstein isn’t so metaphysically marvellous, but I like him for taking out the pin which fixed down our fluttering little physical universe” (4L 37). Lawrence’s first response to Einstein is ambivalent, for his reading of works by Victorian relativists such as Charles Darwin, T. H. Huxley, William James, Herbert Spencer and Ernst Haeckel had helped him foster his own concept of relativity, while his representations of relativity had interacted with modern artists including Pablo Picasso, Marcel Duchamp and Umberto Boccioni. This book shows Lawrence’s exploration of relativity in the late nineteenth- and early twentieth-century European cultural climate of Modernism and examines his representation of relativity in Women in Love (1920), The Lost Girl (1920), Aaron’s Rod (1922) and The Fox (original version, 1920; revised version, 1922).
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.
Originally published as part of Robert DiYanni's Literature, fourth edition, The Essay serves those Introduction to Literature courses that cover this genre in addition to Poetry, Fiction, and Drama. It is available separately or in a package with DiYanni's Literature, fifth edition.