Using Technology in The Classroom

ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom  eBooks & eLearning

Posted by arundhati at Oct. 14, 2024
ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom

Nicky Hockly, "ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom"
English | ISBN: 1911028588 | 2017 | pages | EPUB | 3 MB

ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom  eBooks & eLearning

Posted by arundhati at Oct. 14, 2024
ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom

Nicky Hockly, "ETpedia Technology: 500 Ideas for Using Technology in the English Language Classroom"
English | ISBN: 1911028588 | 2017 | pages | PDF | 748 KB

Remixing the Curriculum: The Teacher’s Guide to Technology in the Classroom  eBooks & eLearning

Posted by arundhati at Oct. 14, 2022
Remixing the Curriculum: The Teacher’s Guide to Technology in the Classroom

Elizabeth Stringer Keefe, "Remixing the Curriculum: The Teacher’s Guide to Technology in the Classroom"
English | ISBN: 1475815697 | 2018 | 138 pages | EPUB | 2 MB
Using Inquiry in the Classroom: Developing Creative Thinkers and Information Literate Students, 2nd Edition

Using Inquiry in the Classroom: Developing Creative Thinkers and Information Literate Students, 2nd Edition by Teresa Coffman
English | 2012 | ISBN: 1610488512, 1610488520 | 186 pages | PDF | 0,8 MB

Transforming Education with AI: Guide to Understanding and Using ChatGPT in the Classroom  eBooks & eLearning

Posted by Free butterfly at March 3, 2024
Transforming Education with AI: Guide to Understanding and Using ChatGPT in the Classroom

Transforming Education with AI: Guide to Understanding and Using ChatGPT in the Classroom by Dr. Shane Snipes
English | May 3, 2023 | ISBN: N/A | ASIN: B0C1P3YVS2 | 77 pages | PDF | 0.74 Mb
Transforming Education with AI: Guide to Understanding and Using ChatGPT in the Classroom (AI for Education)

Transforming Education with AI: Guide to Understanding and Using ChatGPT in the Classroom (AI for Education) by Shane Snipes,
English | May 2nd, 2023 | ISBN: B0C1P3YVS2 | 77 pages | True EPUB | 0.48 MB

Unlock the power of ChatGPT in Transforming Education: Guide to Understanding and Using ChatGPT in the Classroom
Using Digital Humanities in the Classroom: A Practical Introduction for Teachers, Lecturers, and Students

Using Digital Humanities in the Classroom: A Practical Introduction for Teachers, Lecturers, and Students by Claire Battershill, Shawna Ross
October 5, 2017 | ISBN: 1350029750, 1350029742 | English | 232 pages | PDF | 7 MB

AI for Teachers: Educators Handbook for AI Tools in the Classroom  eBooks & eLearning

Posted by TiranaDok at Nov. 4, 2024
AI for Teachers: Educators Handbook for AI Tools in the Classroom

AI for Teachers: Educators Handbook for AI Tools in the Classroom by Elon Zakari, KASBA .AI
English | August 28, 2024 | ISBN: N/A | ASIN: B0DFMB4GYD | 128 pages | EPUB | 0.86 Mb

80 Ways to Use ChatGPT in the Classroom: Using AI to Enhance Teaching and Learning  eBooks & eLearning

Posted by Free butterfly at March 21, 2023
80 Ways to Use ChatGPT in the Classroom: Using AI to Enhance Teaching and Learning

80 Ways to Use ChatGPT in the Classroom: Using AI to Enhance Teaching and Learning by Stan Skrabut
English | 2023 | ISBN: N/A | ASIN: B0BTKNL8WN | 195 pages | EPUB | 1.87 Mb

Choosing and Using Digital Games in the Classroom: A Practical Guide (Repost)  eBooks & eLearning

Posted by AvaxGenius at May 16, 2022
Choosing and Using Digital Games in the Classroom: A Practical Guide (Repost)

Choosing and Using Digital Games in the Classroom: A Practical Guide by Katrin Becker
English | PDF | 2017 | 429 Pages | ISBN : 3319122223 | 11.4 MB

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.