Making School A Game Worth Playing

Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375137
Size: 16.12 MB
Format: PDF, ePub
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Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Using Digital Games As Assessment And Instruction Tools

Author: Ryan L, Schaaf
Publisher: Solution Tree Press
ISBN: 1936764520
Size: 59.85 MB
Format: PDF, ePub, Docs
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Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.

Thinking Skills For The Digital Generation

Author: Balu H. Athreya
Publisher: Springer
ISBN: 3319123645
Size: 64.15 MB
Format: PDF, Docs
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This important text synthesizes the state of knowledge related to thinking and technology and provides strategies for helping young people cultivate thinking skills required to navigate the new digital landscape. The rise of technology has resulted in new ways of searching and communicating information among youth, often creating information “overload”. We do not know how the new technologies will affect the ways young people learn and think. There are plenty of warnings about the dangers of information technology, but there is also enormous potential for technology to aid human thinking, which this book explores from an open-minded perspective. Coverage Includes: - An up to date review of the literature on thinking skills in general, and in relation to technology.- Practical guidelines for thinking with technology.- A scholarly review of the characteristics of the digital generation.- A discussion of the various steps involved in the thinking process.- A historical context of the Information Age and the transition from oral history, to printing press, to the Internet. Thinking Skills for the Digital Generation: The Development of Thinking and Learning in the Age of Information is an invaluable reference for educators and research professionals particularly interested in educational technology, and improving thinking and problem-solving skills.

Serious Play

Author: Catherine Beavis
Publisher: Routledge
ISBN: 1134979118
Size: 16.34 MB
Format: PDF
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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Cases On Digital Game Based Learning Methods Models And Strategies

Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Size: 75.99 MB
Format: PDF, ePub, Docs
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In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Guidelines For Game Based Learning

Author: Maja Pivec
Publisher: Pabst Science Publishers
ISBN: 1593260725
Size: 12.21 MB
Format: PDF, Kindle
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Guidelines for Game-Based Learning is a contribution to a fast developing field of high interest to many educators: Make learning fun! This book is a result of joint research for the European project, "UniGame: Game-Based Learning for Universities and Life-long Learning". With the UniGame project, we tried to break completely from the tradition and start from a new concept: Motivation and fun dimensions were put in the middle and we started from the concepts of games and play-ing. The primary target-group of these guidelines is practitioners i.e. all pedagogues, teachers and trainers that want to implement game-based learning in their classes. The book will help them to systematically find commercial games and introduce them into their classes, or to implement their own ideas in the form of an educational game. Activities in-cluded in the chapters offer support in this proactive behaviour. Chapter one begins with key messages about game-based learning, and triggers first reflections on the place of this approach in higher education and training institutions. The theoretical background of game-based learning is outlined. In Chapter two a range of existing game classifications introduce the innovative 'UniGame' game classification that is based on learning goals, and relates games that help to achieve them. This classification offers guidance to practitio-ners in choosing an existing game to complement their classroom studies, and provides ideas for creating new educa-tional games. Chapter three describes the process of choosing and using a game for class use. A guide to introducing games into a course is outlined, for example, selecting and finding appropriate game, considering skills of tutors and students, tech-nical conditions, etc. Chapter four supports practitioners in defining their own educational game. Educational game design steps are outlined in detail. A freely accessible web platform called "UniGame: Social Skills and Knowledge Training" is presented.