Εμφάνιση απλής εγγραφής

dc.creatorKaragiannidis, C.en
dc.creatorEfraimidou, S.en
dc.creatorKoumpis, A.en
dc.date.accessioned2015-11-23T10:32:56Z
dc.date.available2015-11-23T10:32:56Z
dc.date.issued2011
dc.identifier10.4018/978-1-60960-569-8.ch002
dc.identifier.isbn9781609605698
dc.identifier.urihttp://hdl.handle.net/11615/28950
dc.description.abstractIn recent years the gap between educational theory and practice has been closing, but although there have been calls for 'reflexivity', there has been little critical examination of its meanings. Proposed reflexive methodologies still perpetuate many traditional hierarchies, and fail to consider the creative nature of the educational process as such. Much research work also takes place within the commercial sphere, and post-processual ideas cannot advance educational practice unless they can be implemented in some type of an e-learning system. In our Chapter we examine theoretical considerations of reflexivity, representation, subjectivity and experiential engagement to highlight their relevance to everyday educational practice, and their potential to undermine existing suboptimalities in the classroom. © 2011, IGI Global.en
dc.sourceComputer Games as Educational and Management Tools: Uses and Approachesen
dc.source.urihttp://www.scopus.com/inward/record.url?eid=2-s2.0-84898577648&partnerID=40&md5=8265a53db90ca6b4d420a6e46ea6f712
dc.titleMulti-vocality and post-processualism as methodological assets of the 'Collaboration game'en
dc.typebookChapteren


Αρχεία σε αυτό το τεκμήριο

ΑρχείαΜέγεθοςΤύποςΠροβολή

Δεν υπάρχουν αρχεία που να σχετίζονται με αυτό το τεκμήριο.

Αυτό το τεκμήριο εμφανίζεται στις ακόλουθες συλλογές

Εμφάνιση απλής εγγραφής