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Escenarios virtuales educomunicativos

Escenarios virtuales educomunicativos
Author: Sara Osuna Acedo
Publisher:
ISBN: 8498886260
Pages: 216
Year: 2014
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Comunicación digital

Comunicación digital
Author: Marta-Lazo, Carmen, Gabelas Barroso, José Antonio
Publisher: Editorial UOC
ISBN: 8491164731
Pages:
Year: 2016-09-20
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Este manual está dirigido a estudiantes de comunicación y de educación de grado y posgrado. El eje central de toda la obra es el novedoso concepto de Factor R-elacional, atendiendo al nuevo modelo que los autores han bautizado como «TRIC» (Tecnologías de la Relación, Información y Comunicación), que dibuja un nuevo escenario de contextos y mediaciones en la comunicación digital y móvil. Este libro contiene todas las partes esenciales para entender la comunicación digital: fundamentos, principios, interactuantes, competencias, mediaciones e inteRmetodología.Desde una perspectiva educomunicativa, los autores proponen métodos innovadores para llevar a cabo prácticas de aprendizaje digital en entornos presenciales, semipresenciales y virtuales. Como aportación final, se entrevista a seis reconoidos expertos en educación mediática y competencia digital para abordar desde su mirada diferentes temas planteados en el libro, de forma dialógica y abierta a la reflexión. También se brinda a los lectores la posibilidad de participar e interactuar en un laboratorio de experiencias TRIC.

Democracy and New Media

Democracy and New Media
Author: Henry Jenkins
Publisher: MIT Press
ISBN: 0262600633
Pages: 385
Year: 2004
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Essays on the promise and dangers of the Internet for democracy.

What is Web 2.0

What is Web 2.0
Author: Tim O'Reilly
Publisher: "O'Reilly Media, Inc."
ISBN: 1449391079
Pages: 12
Year: 2009-09-23
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The concept of "Web 2.0" began with a conference brainstorming session between O'Reilly and MediaLive International. Dale Dougherty, web pioneer and O'Reilly VP, noted that far from having "crashed", the web was more important than ever, with exciting new applications and sites popping up with surprising regularity. What's more, the companies that had survived the collapse seemed to have some things in common. Could it be that the dot-com collapse marked some kind of turning point for the web, such that a call to action such as "Web 2.0" might make sense? We agreed that it did, and so the Web 2.0 Conference was born. In the year and a half since, the term "Web 2.0" has clearly taken hold, with more than 9.5 million citations in Google. But there's still a huge amount of disagreement about just what Web 2.0 means, with some people decrying it as a meaningless marketing buzzword, and others accepting it as the new conventional wisdom. This article is an attempt to clarify just what we mean by Web 2.0.

Digital Storytelling in the Classroom

Digital Storytelling in the Classroom
Author: Jason B. Ohler
Publisher: Corwin Press
ISBN: 1452277435
Pages: 304
Year: 2013-03-26
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A must-read for incorporating digital literacy into your classroom! Equip your students with essential 21st-century media literacy skills, as they read, write, speak, and create art within the context of digital storytelling, and reach deeper understandings in all areas of the curriculum! In this second edition, both novice and technologically adept K-12 educators will find: Practical techniques to combine storytelling with curriculum content Tips for exploring effective storytelling principles through emerging digital media as well as via traditional literacy skills in reading, writing, speaking, and art Visual aids and video clips that illustrate best practices in media composition

Communication, Culture and Hegemony

Communication, Culture and Hegemony
Author: Martín Barbero Martín B.
Publisher: SAGE Publications Limited
ISBN:
Pages: 272
Year: 1993-06-30
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"Important contribution to Latin American cultural studies focuses on popular culture within a general theory of hegemony. Also relates how mass media define national identities"--Handbook of Latin American Studies, v. 57.

Building learning communities in cyberspace

Building learning communities in cyberspace
Author: Rena M. Palloff, Keith Pratt
Publisher: Jossey-Bass
ISBN:
Pages: 206
Year: 1999
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"1999 Winner of the Philip E. Frandson Award for Literature in Continuing Higher Education, from the University Continuing Education Association" "A must read for anyone involved in or considering involvement in online, networked learning." --"Donald J. MacIntyre, president, The Fielding Institute" "A thorough overview of the online course process, including course selection, design, and evaluation, and many of the technical issues that affect the entire process." --"Kathleen M. Rose, distance education specialist, University of California Extension Online" Written for faculty, instructors, and trainers in any distance learning environment, "Building Learning Communities in Cyberspace" shows how to create a virtual classroom environment that helps students excel academically, while fostering a sense of community. This practical, hands-on guide is filled with illustrative case studies, vignettes, and examples from a wide variety of successful online courses. The authors offer proven strategies for handling challenges that include: Engaging students with subject matter Accounting for attendance and participation Working with students who do not participate Understanding the signs of when a student is in trouble Building online communities that accommodate personal interaction Based on many years of work in information systems and over five years of experience in online distance education, Rena Palloff and Keith Pratt share insights designed to guide readers through the steps of computer-mediated course design and implementation.

The ABC of XYZ

The ABC of XYZ
Author: Mark McCrindle
Publisher: The ABC of XYZ
ISBN:
Pages: 269
Year: 2014
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Based on more than a decade of research, The ABC of XYZ: Understanding the Global Generations is designed for educators, business managers and parents who want a short and lively introduction to Australia's living generations. The book explores what a generation is, how its definition has changed over the years, and the trends that are emerging for the future. It examines generational conflicts in the school, home and workplace, and the ways in which they can be understood and resolved, and what might lie beyond Z. Written by one of Australia's foremost social researchers, this revised edition of The ABC of XYZ: Understanding the Global Generations reveals the truth behind the labels and is essential reading for anyone interested in how our current generations live, learn and work. About the AuthorMark McCrindle is a social researcher with an international reputation for tracking the emerging trends and analysing the diverse generations. He is the Founder and Director at McCrindle Research (www.mccrindle.com.au), whose clients include over 100 multinational organisations. His highly valued research and reports have developed his renown as a futurist demographer and social commentator. Series Information: TheABCofXYZ: Understanding the Global Generations is an Australian bestseller. This is the third edition, fully expanded and updated.

From Text to Hypertext

From Text to Hypertext
Author: Silvio Gaggi
Publisher: University of Pennsylvania Press
ISBN: 151280228X
Pages: 192
Year: 2015-07-27
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It is a tenet of postmodern writing that the subject—the self—is unstable, fragmented, and decentered. One useful way to examine this principle is to look at how the subject has been treated in various media in the premodern, modern, and postmodern eras. Silvio Gaggi pursues this strategy in From Text to Hypertext, analyzing the issue of subject construction and deconstruction in selected examples of visual art, literature, film, and electronic media. Gaggi concentrates on a few paradigmatic works in each chapter; he contrasts van Eyck's Wedding of Arnolfini with the photography of Cindy Sherman and Barbara Kruger; examines fiction that centers on an elusive subject in works by Conrad, Faulkner, and Calvino; and explores the ability of such films as Coppola's One from the Heart and Altman's The Player to emancipate the subject through cinematography and editing. In considering electronic media, Gaggi takes his argument to an entirely new level. He focuses on computer-controlled media, specifically examples of hypertextual fiction by Michael Joyce and Stuart Moulthrop. Besides recognizing how the computer has enabled artists to create works of fiction in which readers themselves become decentered, Gaggi also observes the impact of literature created on computer networks, where even the limitations of CD-ROM are lifted and the notion of individual authorship may for all practical purposes be lost.

The Science of Reading

The Science of Reading
Author: Margaret J. Snowling, Charles Hulme
Publisher: John Wiley & Sons
ISBN: 1118712307
Pages: 680
Year: 2013-04-22
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The Science of Reading: A Handbook brings together state-of-the-art reviews of reading research from leading names in the field, to create a highly authoritative, multidisciplinary overview of contemporary knowledge about reading and related skills. Provides comprehensive coverage of the subject, including theoretical approaches, reading processes, stage models of reading, cross-linguistic studies of reading, reading difficulties, the biology of reading, and reading instruction Divided into seven sections:Word Recognition Processes in Reading; Learning to Read and Spell; Reading Comprehension; Reading in Different Languages; Disorders of Reading and Spelling; Biological Bases of Reading; Teaching Reading Edited by well-respected senior figures in the field

Adaptive Corporation

Adaptive Corporation
Author: Alvin Toffler
Publisher: Bantam
ISBN: 0553253832
Pages: 194
Year: 1985
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The author details ways by which corporations may survive technological change, economic turmoil, and increased competition

Remediation

Remediation
Author: J. David Bolter, Richard Grusin
Publisher: Mit Press
ISBN: 0262024527
Pages: 295
Year: 1999
View: 636
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'Remediation' emphasises how all forms of media constantly borrow from and refashion other types of media. The authors argue that the new media of the 90s pay homage to earlier forms and thereby achieve their own cultural significance.

Blending E-Learning

Blending E-Learning
Author: Karen Mantyla
Publisher: American Society for Training and Development
ISBN: 1562863010
Pages: 162
Year: 2001
View: 399
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Discover how to blend e-learning technology with traditional training methods to offer new and exciting ways to support learning. Use the practical advice, real-life examples and other useful, concise information in this book to guide your organization toward making strategically sound and effective blending decisions. Case studies plus an interactive CD-ROM illustrate a blended approach to training and let you see the experience from the learner's perspective.

Introduction to Game Analysis

Introduction to Game Analysis
Author: Clara Fernández-Vara
Publisher: Routledge
ISBN: 1134474202
Pages: 288
Year: 2014-07-17
View: 199
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Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Death by Video Game

Death by Video Game
Author: Simon Parkin
Publisher: Melville House
ISBN: 1612195415
Pages: 272
Year: 2016-06-21
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"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not. From the Hardcover edition.

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