Choosing and Using Digital Games in the Classroom

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Author :
Publisher : Springer
ISBN 13 : 3319122231
Total Pages : 411 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Game On

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Publisher : Solution Tree Press
ISBN 13 : 1936763982
Total Pages : 160 pages
Book Rating : 4.9/5 (367 download)

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Book Synopsis Game On by : Ryan L. Schaaf

Download or read book Game On written by Ryan L. Schaaf and published by Solution Tree Press. This book was released on 2016-10-25 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Playing Smarter in a Digital World

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Publisher :
ISBN 13 : 9781937761158
Total Pages : 0 pages
Book Rating : 4.7/5 (611 download)

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Book Synopsis Playing Smarter in a Digital World by : Randy Kulman

Download or read book Playing Smarter in a Digital World written by Randy Kulman and published by . This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A book to help parents to make their children's digital playtime educational Digital play, when used appropriately, can be a powerful tool for learning skills such as planning, time management, cooperation, creativity, and digital literacy. The book's clearly articulated strategies help parents use digital media in a more effective manner and, at the same time, set effective limits and implement a healthy "play diet" for their children. A section devoted to exploring specific strategies for using digital media with children in specific populations--such as children affected by ADHD, autism spectrum and learning disorders, and other mental health and educational issues--is also featured, as is a list of specific games, apps, and tools to make game-based learning most effective.

Digital Game-Based Learning

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Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Video Games as a Teaching Tool. Epic Step-by-step Guide

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Author :
Publisher :
ISBN 13 : 9788409254460
Total Pages : 278 pages
Book Rating : 4.2/5 (544 download)

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Book Synopsis Video Games as a Teaching Tool. Epic Step-by-step Guide by : Elena V Shliakhovchuk

Download or read book Video Games as a Teaching Tool. Epic Step-by-step Guide written by Elena V Shliakhovchuk and published by . This book was released on 2020-11-18 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: A clear and effective approach to teaching using digital game.EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay.Why?Because there are more than 2.5 billion video game players all ages worldwide.The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives.Around 61% of senior executives surveyed take daily game breaks at work.Consequently, the interest is growing in the potential of video games for formal and informal education. Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare.As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.Where to find suitable games?How to assess their effectiveness?What about the cost of acquiring games?How to deal with behavioural issues during gaming sessions in class?How to plan a lesson with a video game?What accompanying activities to offer?What about gaming software and hardware requirements?Are video games suitable for online teaching?...These are some of the questions that cross the teachers' mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks.And how would you feel if you were a digital game-based learning and teaching Crack?The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes.Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom!Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.P helps to prepare a lesson plan with video games.I presents a number of actionable ideas for integrating video games in your classroom.C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it.This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students.What is more, the book contains video game jokes and memes to develop a taste of gaming humour.Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

Learning with Digital Games

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Author :
Publisher : Routledge
ISBN 13 : 1135215898
Total Pages : 232 pages
Book Rating : 4.1/5 (352 download)

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Book Synopsis Learning with Digital Games by : Nicola Whitton

Download or read book Learning with Digital Games written by Nicola Whitton and published by Routledge. This book was released on 2009-09-10 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Making School a Game Worth Playing

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Author :
Publisher : Corwin Press
ISBN 13 : 1483375137
Total Pages : 205 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis Making School a Game Worth Playing by : Ryan Schaaf

Download or read book Making School a Game Worth Playing written by Ryan Schaaf and published by Corwin Press. This book was released on 2014-06-05 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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!

Learning by Playing

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Publisher : Oxford University Press, USA
ISBN 13 : 019989664X
Total Pages : 386 pages
Book Rating : 4.1/5 (998 download)

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Book Synopsis Learning by Playing by : Fran Blumberg

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Game Design and Intelligent Interaction

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 1838800093
Total Pages : 156 pages
Book Rating : 4.8/5 (388 download)

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Book Synopsis Game Design and Intelligent Interaction by : Ioannis Deliyannis

Download or read book Game Design and Intelligent Interaction written by Ioannis Deliyannis and published by BoD – Books on Demand. This book was released on 2020-04-01 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.

Science Teaching Reconsidered

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Publisher : National Academies Press
ISBN 13 : 0309175445
Total Pages : 102 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Science Teaching Reconsidered by : National Research Council

Download or read book Science Teaching Reconsidered written by National Research Council and published by National Academies Press. This book was released on 1997-03-12 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: Effective science teaching requires creativity, imagination, and innovation. In light of concerns about American science literacy, scientists and educators have struggled to teach this discipline more effectively. Science Teaching Reconsidered provides undergraduate science educators with a path to understanding students, accommodating their individual differences, and helping them grasp the methodsâ€"and the wonderâ€"of science. What impact does teaching style have? How do I plan a course curriculum? How do I make lectures, classes, and laboratories more effective? How can I tell what students are thinking? Why don't they understand? This handbook provides productive approaches to these and other questions. Written by scientists who are also educators, the handbook offers suggestions for having a greater impact in the classroom and provides resources for further research.

Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1799872246
Total Pages : 664 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning by : Niess, Margaret L.

Download or read book Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning written by Niess, Margaret L. and published by IGI Global. This book was released on 2021-06-25 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: The COVID-19 pandemic drastically transformed the classroom by keeping students and teachers apart for the sake of safety. As schools emptied, remote learning rapidly expanded through online services and video chatrooms. Unfortunately, this disrupted many students and teachers who were not accustomed to remote classrooms. This challenge has forced K-12 teachers to think differently about teaching. Unexpectedly and with little time to prepare, they have been confronted with redesigning their curriculum and instruction from face-to-face to online virtual classrooms to protect students from the COVID-19 virus while ensuring that these new online initiatives remain sustainable and useful in the post-pandemic world. As teachers learn to take advantage of the affordances and strengths of the multiple technologies available for virtual classroom instruction, their instruction both in online and face-to-face will impact what and how students learn in the 21st century. The Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning examines the best practices and pedagogical reasoning for designing online strategies that work for K-12 virtual learning. The initial section provides foundational pedagogical ideas for constructing engaging virtual learning environments that leverage the unique strengths and opportunities while avoiding the weaknesses and threats of the online world. The following chapters present instructional strategies for multiple grade levels and content areas: best practices that work, clearly describing why they work, and the teachers’ pedagogical reasoning that supports online implementations. The chapters provide ways to think about teaching in virtual environments that can be used to guide instructional strategy choices and recognizes the fundamental differences between face-to-face and virtual environments as an essential design component. Covering such topics as K-12 classrooms, pedagogical reasoning, and virtual learning, this text is perfect for professors, teachers, students, educational designers and developers, instructional technology faculty, distance learning faculty, and researchers interested in the subject.

Game-based Learning Across the Disciplines

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Publisher : Springer Nature
ISBN 13 : 3030751422
Total Pages : 427 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis Game-based Learning Across the Disciplines by : Carmela Aprea

Download or read book Game-based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Digital Games and Language Learning

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Publisher : Bloomsbury Publishing
ISBN 13 : 1350133027
Total Pages : 253 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Digital Games and Language Learning by : Mark Peterson

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process

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Author :
Publisher : Frontiers Media SA
ISBN 13 : 288974065X
Total Pages : 183 pages
Book Rating : 4.8/5 (897 download)

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Book Synopsis New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process by : Maria Luisa Lorusso

Download or read book New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process written by Maria Luisa Lorusso and published by Frontiers Media SA. This book was released on 2022-01-13 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Handbook of Research on Effective Electronic Gaming in Education

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Author :
Publisher : IGI Global
ISBN 13 : 1599048116
Total Pages : 1762 pages
Book Rating : 4.5/5 (99 download)

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Book Synopsis Handbook of Research on Effective Electronic Gaming in Education by : Ferdig, Richard E.

Download or read book Handbook of Research on Effective Electronic Gaming in Education written by Ferdig, Richard E. and published by IGI Global. This book was released on 2008-07-31 with total page 1762 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

The Knowledge Gap

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Author :
Publisher : Penguin
ISBN 13 : 0735213569
Total Pages : 354 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Knowledge Gap by : Natalie Wexler

Download or read book The Knowledge Gap written by Natalie Wexler and published by Penguin. This book was released on 2020-08-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.