Abstract
Technology in education, or edtech as it is often called, is an incredible trend that the world is quickly embracing. Activity in the edtech space abounds. More specifically, games in education continue to increase as teachers and children alike are demonstrating the value of play in learning. Play undoubtedly provides an effective method for learning by children.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Crystal, D. (1996). Language play and linguistic intervention. Child Language Teaching and Therapy, 12(3), 328–344.
Geisel, Th. / Dr. Seuss. (1957–). The cat in the hat (Series). New York, NY: Random House Books for Young Readers.
Geisel, Th. / Dr. Seuss. (1963). Hop on pop. New York, NY: Random House Books for Young Readers.
Books by A.J. Funn are available at AuthorHouse.com, http://bookstore.authorhouse.com/Products/SKU-000637757/Penelopes-Imagination-Runs-Wild.aspx
Glyffix games, puzzles & treasures can be found at Glyffix.com
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Sense Publishers
About this chapter
Cite this chapter
Vandenborre, D. (2017). Glyffix Play. In: Cummings, J.B., Blatherwick, M.L. (eds) Creative Dimensions of Teaching and Learning in the 21st Century. Advances in Creativity and Giftedness. SensePublishers, Rotterdam. https://doi.org/10.1007/978-94-6351-047-9_28
Download citation
DOI: https://doi.org/10.1007/978-94-6351-047-9_28
Publisher Name: SensePublishers, Rotterdam
Online ISBN: 978-94-6351-047-9
eBook Packages: EducationEducation (R0)