Gamify Your Classroom

Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433135026
Size: 71.24 MB
Format: PDF, ePub, Mobi
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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!

Game Based Learning In Action

Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433144745
Size: 47.82 MB
Format: PDF, ePub, Docs
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Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

The Multiplayer Classroom Designing Coursework As A Game

Author: Lee Sheldon
Publisher: Cengage Learning
ISBN: 1435458451
Size: 80.77 MB
Format: PDF
View: 101
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Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professio

The Gamification Of Learning And Instruction Fieldbook

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Size: 66.13 MB
Format: PDF, Docs
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Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Knowledge Games

Author: Karen Schrier
Publisher: JHU Press
ISBN: 1421419203
Size: 25.92 MB
Format: PDF, ePub, Mobi
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Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Learning Games

Author: Scott J. Warren
Publisher: Springer
ISBN: 3319468294
Size: 43.63 MB
Format: PDF, Docs
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This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div

Digital Games And Learning

Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136216448
Size: 19.46 MB
Format: PDF, ePub, Mobi
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Level Up Your Classroom

Author: Jonathan Cassie
Publisher: ASCD
ISBN: 1416622055
Size: 75.37 MB
Format: PDF, Mobi
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In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Media Rich Instruction

Author: Rosemary Papa
Publisher: Springer
ISBN: 3319001523
Size: 34.30 MB
Format: PDF, ePub, Mobi
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E-learning has brought an enormous change to instruction, in terms of both rules and tools. Contemporary education requires diverse and creative uses of media technology to keep students engaged and to keep up with rapid developments in the ways they learn and teachers teach. Media Rich Instruction addresses these requirements with up-to-date learning theory and practices that incorporate innovative platforms for information delivery into traditional areas such as learning skills and learner characteristics. Experts in media rich classroom experiences and online instruction delve into the latest findings on student cognitive processes and motivation to learn while offering multimedia classroom strategies geared to specific curriculum areas. Advances such as personal learning environments, gamification, and the Massive Open Online Course are analyzed in the context of their potential for collaborative and transformative learning. And each chapter features key questions and application activities to make coverage especially practical across grade levels and learner populations. Among the topics included: Building successful learning experiences online. Language and literacy, reading and writing. Mathematics teaching and learning with and through education technology. Learning science through experiment and practice. Social studies teaching for learner engagement. The arts and Technology. Connecting school to community. At a time when many are pondering the future of academic standards and student capacity to learn, Media Rich Instruction is a unique source of concrete knowledge and useful ideas for current and future researchers and practitioners in media rich instructional strategies and practices.

Gamify Literacy

Author: Michele Haiken
Publisher:
ISBN: 9781564843869
Size: 68.74 MB
Format: PDF, ePub, Docs
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Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels.