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. Cognitive Development , 20 , 576 – 590 . Borba , M. ( 2016 ). Unselfie: Why empathetic kids succeed in our all-about me world . New York, NY : Touchstone . Brenner , H. ( 2003 ). I know I’m in there somewhere: A woman’s guide to finding her inner voice and living a life of authenticity . New

In: Trauma Informed Teaching through Play Art Narrative (PAN)

and organic world by way of science and logical reasoning toward universal truths; and the narrative mode , that is concerned with making sense/meaning of human experience. Humans enter life with a “readiness or predisposition to organize experience into narrative form” ( Bruner, 1990 , p. 45). In

In: Trauma Informed Teaching through Play Art Narrative (PAN)

interested in understanding how my son’s socially mediated life affects his educational perspectives, and how this understanding informs and reforms my perspectives on contemporary teaching and learning. As a mom, I have seen three of my children move through the tween phase. I am a university prepared

In: Child-Parent Research Reimagined
Author: Filipa de Sousa

game narrative. Positionality was also an important aspect. The word “imagine” transports the action out of the game narrative and into an imaginary situation. Lucas commutes from the role of a student interacting with his teacher and presenting an argument to the position of a game character living a

In: Games and Education: Designs in and for Learning

university education (pp. 151 – 170 ). Oxfordshire : Libri Publishing . Høyrup , S. ( 2006 ). Reflection in learning at work . In E. Antonacoloulou , P. Jarvis , V. Andersen , B. Elkjaer , & S. Høyrup (Eds.), Learning, working and living: Mapping the terrain of working life learning

In: Games and Education: Designs in and for Learning

/or that the users report being motivated by the interactive systems. There have also been studies that highlight evidential learning gains when digital games and simulations are used well, that is when coupled with effective pedagogy. For instance, Barab et al. (2009) investigate the use of a 3D

In: Games and Education: Designs in and for Learning

-related quality of life” (p. 387). In the study of 1,105 Dutch children between the ages of 8–11 years old, Theunissen and colleagues found that there was a difference in agreement between child and parent reporting, suggesting “that parent reports cannot be substituted for child reports” (p. 395). If this is the

In: Child-Parent Research Reimagined