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Gamify Your Classroom

Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433135026
Size: 21.91 MB
Format: PDF, ePub
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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: 27.22 MB
Format: PDF
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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 Gamification Of Learning And Instruction Fieldbook

Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 111867443X
Size: 23.99 MB
Format: PDF, Docs
View: 3928
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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.

Adolescents New Literacies With And Through Mobile Phones

Author: Julie Warner
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433144080
Size: 69.90 MB
Format: PDF, Docs
View: 359
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This book provides a deeper understanding of the phone-based composing practices of youth and their implications for literacy learning. In the United States, smartphone use among teens is nearly universal, yet many youth who are avid digital composers still struggle with formal schooled literacy. The widespread and rapid embrace of smartphones by youth from all income levels has had a substantial impact on the way that young people approach the act of composing, yet to date, little to no work has explored digital photography and text curation through popular apps like Twitter and Instagram and their impact on literacy, including formal schooled literacy. As more schools are moving to Bring Your Own Device (BYOD) models and lifting classroom bans on cellphones, classroom teachers need information about the affordances of phones for formal literacy learning, which this book provides. This book will also be of interest to those in courses in the fields of education, new literacies, cultural studies/youth culture, literacy studies, communication arts, and anthropology of education/social sciences. This book could be used in a course on online/Internet ethnography. It could also be used in a more general research methods course to illustrate the combination of online and offline data collection. Outside of research methods courses, it could be used in courses on literacies, digital literacies, youth culture, popular culture and media, or mobile learning.

The Multiplayer Classroom Designing Coursework As A Game

Author: Lee Sheldon
Publisher: Cengage Learning
ISBN: 1435458451
Size: 36.15 MB
Format: PDF, Kindle
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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

Level Up Your Classroom

Author: Jonathan Cassie
Publisher: ASCD
ISBN: 1416622055
Size: 18.15 MB
Format: PDF, ePub, Mobi
View: 1264
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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?

Digital Games And Learning

Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136216448
Size: 37.44 MB
Format: PDF, ePub
View: 6347
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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.

Business Gamification For Dummies

Author: Kris Duggan
Publisher: John Wiley & Sons
ISBN: 1118466942
Size: 21.68 MB
Format: PDF, ePub
View: 479
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The easy way to grasp and use gamification concepts in business Gamification is a modern business strategy that leverages principles from games to influence favorable customer behavior on the web in order to improve customer loyalty, engagement, and retention. Gamification can be used by any department in a company (HR, Sales, Marketing, Engineering, Support, etc.), for any web-based experience (mobile, website, retail, community, etc.). Business Gamification For Dummies explains how you can apply the principles of this strategic concept to your own business model. How gamification evolved from Farmville/Zynga and Facebook and is now something that can be applied to the work environment How to build a successful gamification program How to entice and retain customers using gamification How to drive employee behavior inside your organization Real-world illustrations of gamification at work If you're interested in learning more about this exciting and innovative business strategy, this friendly, down-to-earth guide has you covered.

Media Rich Instruction

Author: Rosemary Papa
Publisher: Springer
ISBN: 3319001523
Size: 18.26 MB
Format: PDF, Mobi
View: 3911
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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: 26.72 MB
Format: PDF, Mobi
View: 1585
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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.