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  2. James Paul Gee - Wikipedia

    en.wikipedia.org/wiki/James_Paul_Gee

    In order to expand the traditional view of literacy as print literacy, Gee recommends that we think first of literacy in terms of semiotic domains. By this, he means “any set of practices that recruits one or more modalities (e.g., oral or written language, images, equations, symbols, sounds, gestures, graphs, artifacts, etc.) to communicate ...

  3. Bloom's taxonomy - Wikipedia

    en.wikipedia.org/wiki/Bloom's_taxonomy

    The taxonomy divides learning objectives into three broad domains: cognitive (knowledge-based), affective (emotion-based), and psychomotor (action-based), each with a hierarchy of skills and abilities. These domains are used by educators to structure curricula, assessments, and teaching methods to foster different types of learning.

  4. David Ian Hanauer - Wikipedia

    en.wikipedia.org/wiki/David_Ian_Hanauer

    Hanauer is an applied linguist specializing in assessment and literacy practices in the sciences and poetic inquiry. He has authored or co-authored over 75 journal articles and book chapters as well as 8 books. [ 1 ]

  5. Literacy - Wikipedia

    en.wikipedia.org/wiki/Reading_and_writing

    Literacy is the ability to read and write. Some researchers suggest that the study of "literacy" as a concept can be divided into two periods: the period before 1950, when literacy was understood solely as alphabetical literacy (word and letter recognition); and the period after 1950, when literacy slowly began to be considered as a wider concept and process, including the social and cultural ...

  6. 21st century skills - Wikipedia

    en.wikipedia.org/wiki/21st_century_skills

    The skills and competencies considered "21st century skills" share common themes, based on the premise that effective learning, or deeper learning, requires a set of student educational outcomes that include acquisition of robust core academic content, higher-order thinking skills, and learning dispositions.

  7. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Semiotic Domains Principle: Mastery in a semiotic domain so that one can participate in the appropriate community of practice. A semiotic domain uses a given modality (images, equations, symbols, etc.) to communicate messages to others. Examples of semiotic domains include cognitive psychology, first-person shooter games, and cellular biology.

  8. Metaliteracy - Wikipedia

    en.wikipedia.org/wiki/Metaliteracy

    The objectives are categorized in four domains: behavioral, cognitive, affective and metacognitive. The frameworks of information literacy consisted of the first two mentioned domains (the behavioral and cognitive), while the affective and metacognitive domains are introduced in the discourse by the framework of metaliteracy. [9]

  9. Multiliteracy - Wikipedia

    en.wikipedia.org/wiki/Multiliteracy

    Multiliteracy (plural: multiliteracies) is an approach to literacy theory and pedagogy coined in the mid-1990s by the New London Group. [1] The approach is characterized by two key aspects of literacy – linguistic diversity and multimodal forms of linguistic expressions and representation.