Books & Resources

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  1. Gamify Literacy: Boost Comprehension, Collaboration and Learning

    With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamifaction strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning.

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    A$35.95
  2. Media Literacy in Every Classroom (Quick Reference Guide)

    Media Literacy in Every Classroom introduces the process of media literacy and powerful ways to use it in virtually any K–12 classroom. Written by two longtime leaders in media literacy education, this Quick Reference Guide addresses recent concerns about the effects of media on democracy, public policy, and culture by outlining an inquiry-based approach that teaches students how to think without telling them what to think. You’ll find key questions for teachers and students to ask when analysing media messages and creating their own media along with nearly 50 classroom strategies to foster the development of media literacy in various subject areas—including specific applications for social studies, English/language arts, STEM, health, and the arts—and to integrate media literacy into research projects, exploration of real-word connections, and classroom assessment.

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    A$19.95
  3. Connected Librarians: Tap Social Media to Enhance Professional Development and Student Learning

    Connected Librarians: Tap Social Media to Enhance Professional Development and Student Learning offers insights into the opportunities and obstacles of this exciting but sometimes challenging topic, including practical ideas for making the most of social media in your school library. This informative guide is the professional development librarians need to understand how to effectively use social media to improve student learning.

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    A$34.95
  4. Unpacking Fake News: An Educator’s Guide to Navigating the Media with Students

    The term fake news has become part of global discourse. Although some have appropriated the term for political purposes, actual fake news represents an inherent threat to democracy given the ease through which it is consumed and shared. This book is one of the first of its kind to address the implications of fake news for the F-12 classroom. It explores what fake news is, why students are susceptible to believing it and how they can learn to identify it. Leading civic education scholars use a psychoanalytic lens to unpack why fake news is effective and to show educators how they can teach their students to be critical consumers of the political media they encounter. The authors also link these ideas to the broader task of civic education and critical engagement in the democratic process.

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    A$39.95
  5. STEAM Power: Infusing Art Into Your STEM Curriculum

    This engaging book is a practical guide for educators looking for creative ways to blend arts and STEM learning (STEAM). Author Tim Needles is an artist and educator who covers the fundamentals of STEAM, presents detailed project plans and gathers insights from educators in the field. Technologies covered include coding, robotics, 3D printing, virtual and augmented reality, digital photography, video, animation and digital drawing. In addition, the book addresses collaboration, global learning, project-based learning, makerspaces and social-emotional learning.

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    A$39.95
  6. Teaching Graphic Novels in the Classroom: Building Literacy and Comprehension

    Teaching graphic novels in the classroom describes different methods teachers may use to begin teaching graphic literature to new readers. The first chapter is dedicated to the history of the medium and runs from the earliest days of comic books through the growing popularity of graphic novels. It includes profiles of early creators and the significance of certain moments throughout history that chart the evolution of graphic literature. Chapters 2-8 focus on different genres and include an analysis and lessons for 1-2 different novels, creator profiles, assignments, ways to incorporate different media in connection with each book, chapter summaries, discussion questions and essay topics. Chapter 9 allows students to create their own graphic novel, with guidance.

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    A$39.95

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