New Book Highlights – March

Lately we have been getting a lot of books about how to incorporate digital technologies into your classroom! Here are a select few:

Coding Literacy: How Computer Programming is Changing Writing by Annette Vee – “The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame.” [Google Books]

Student Blogs: How Online Writing Can Transform Your Classroom by Anne Davis and Ewa McGrail – “This book investigates blogs as digital spaces where students can practice writing and converse with an authentic audience. It focuses on idea development and gives students voice.” [UBC Catalogue]

Digital Technologies in Early Childhood Art: Enabling Playful Experiences by Mona Sakr – “As digital technologies become increasingly prevalent in the lives of young children, there is a pressing need to understand how digital technologies shape important experiences in early childhood, including early childhood art. Mona Sakr shows the need to consider how particular dimensions of the art-making process are changed by the use of digital technologies and what can be done by parents, practitioners and designers to enable children to adopt playful and creative practices in their interactions with digital technologies. Incorporating different theoretical perspectives, including social semiotics and posthumanism, and drawing on various research studies, this book highlights how children engage with different facets of art-making with digital technologies including: remix and mash-up; distributed ownership; imagined audiences and changed sensory and social interactions.” [Google Books]

Game-Based Learning: Theory, Strategies and Performance Outcomes – edited by Youngkyun Baek – “At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games.” [Google Books]

As always, you can see all our new books here.