Search Results for Video games and children.SirsiDynix Enterprisehttp://kllibrary.dbkl.gov.my/client/en_US/pkl/pkl/qu$003dVideo$002bgames$002band$002bchildren.$0026ic$003dtrue$0026ps$003d300?2026-05-25T01:07:25ZEscape from a video game. Mystery on the Starship Crusaderent://SD_ILS/0/SD_ILS:3026452026-05-25T01:07:25Z2026-05-25T01:07:25ZBrady,Dustin<br/>2021<br/>Perpustakaan Kuala Lumpur (Kanak-Kanak)<br/>ISBN 9781524858841<br/>Managing screen time : raising balanced children in the digital ageent://SD_ILS/0/SD_ILS:2426382026-05-25T01:07:25Z2026-05-25T01:07:25ZSchoorel, Edmond<br/>2016<br/>Perpustakaan Kuala Lumpur<br/>ISBN 9781782502487<br/>Education nation : six leading edges of innovation in our schoolsent://SD_ILS/0/SD_ILS:1471292026-05-25T01:07:25Z2026-05-25T01:07:25ZChen, Milton.<br/>"In Education Nation author Milton Chen draws from extensive experience in media--from his work on Sesame Street in its nascent years to his current role as executive director of the George Lucas Educational Foundation--to support his vision for a new world of learning. Presented in five parts and divided into "module" chapters, this book examines the ways in which K-12 learning can be revolutionized through innovative reform and the use of technology. Due in large part to new technologies, over the last few decades we've witnessed a huge shift in how we imagine teaching and learning. A good example is the educational revolution sparked by Sesame Street--which in its first season had a goal of teaching preschool-age children the numbers 1 to 10. At the time, experts dismissed it as an unrealistic goal since many kindergarten students were having trouble mastering this simple counting. Yet the research proved that preschool-age children learned those skills and many others directly from the TV screen. Now Sesame Street's curriculum teaches the numbers from 1 to 40. In today's digital age the number of new ways to teach and learn is ever-expanding and includes: television, Google, YouTube, TeacherTube, Facebook, iPhones, video games, GPS devices, open source textbooks, interactive whiteboards; and there are countless examples of ways technology positively impacts student learning--from voice-recognition software that helps children learn to read to translation tools that help teachers communicate with non-English speaking parents. As a result of constant innovation, learning is no longer limited by traditional confines and we're quickly moving beyond students tied to their chairs, desks, and textbooks--and teachers locked away in classrooms."--<br/>2010<br/>ISBN 9780470615065<br/>What vidoe games have to teach us about learning and literacy : revised and updated editionent://SD_ILS/0/SD_ILS:1053922026-05-25T01:07:25Z2026-05-25T01:07:25ZGee, James Paul<br/>2007<br/>ISBN 9781403984531<br/>