Preface; Acknowledgements; Introduction; Contents; Chapter 1. Grounding, Emotion and Learning; Chapter 2. Constructing Knowledge and Transforming the World; Chapter 3. How Infants Learn How to Mean; Chapter 4. Pretend Play as Learning: Case Studies from the Home; Chapter 5. A Feeling of Well-Being in Learning and Teaching; Chapter 6. On the Design of a Musical Flow Machine; Chapter 7. The Architecture of Flow; Chapter 8. Tools for Embodied Teaching: Célestin Freinet and the Learner-Centered Classroom; Chapter 9. Playing and Learning in Digitally-Augmented Physical Worlds.
0
This text is based largely on two workshops organized by Steels (Sony Computer Science Laboratory, Paris) in Portugal in 2002 and Spain in 2003, as part of a long-term effort initiated by Tokoro (Sony Computer Science Labs Inc., Tokyo) to stimulate multidisciplinary discussions aimed at improving education and learning for children and adults of al.
Learning zone of one's own.
1586034103
Active learning.
Education-- Experimental methods.
Educational technology.
Student-centered learning.
Apprentissage par l'action.
Enseignement axé sur l'apprenant.
Enseignement-- Méthodes expérimentales.
Technologie éducative.
Active learning.
Apprentissage, Psychologie de l'.
Education-- Experimental methods.
EDUCATION-- Experimental Methods.
Educational technology.
Nouvelles technologies de l'information et de la communication en éducation.