Game On! Level Up Your Teaching With Gamification

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Author :
Publisher : John Riggs
ISBN 13 :
Total Pages : 89 pages
Book Rating : 4./5 ( download)

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Book Synopsis Game On! Level Up Your Teaching With Gamification by : John Riggs

Download or read book Game On! Level Up Your Teaching With Gamification written by John Riggs and published by John Riggs. This book was released on 2023-07-16 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: Transform your classroom and captivate your students with gamified learning! This practical book equips educators with strategies and tools to integrate game elements into their teaching. Learn how to boost student engagement, motivation, and academic achievement. Author John Riggs draws from his 10+ years of experience revamping his own middle school classes with gamification. He guides you step-by-step through concepts like rewards, competition, storytelling, and technology integration to create an interactive, game-inspired learning environment. Discover how to design engaging gamified lessons, deliver impactful instruction, and overcome implementation challenges. Packed with real-world examples and insights from teachers already using gamification successfully, this book details proven techniques to unlock your students’ curiosity and agency. Help them take ownership of their learning, develop collaboration skills, and think critically. Aligned activities and immersive experiences fueled by game mechanics will transform your classroom culture. Whether you're new to gamification or looking to improve your current strategies, Game On! will equip you with the knowledge and confidence to create joyful learning through gamification. Your students will be eager to unlock new levels of skills and understanding as education becomes an adventure!

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

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Author :
Publisher : ASCD
ISBN 13 : 1416623035
Total Pages : 195 pages
Book Rating : 4.4/5 (166 download)

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Book Synopsis Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students by : Jonathan Cassie

Download or read book Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students written by Jonathan Cassie and published by ASCD. This book was released on 2016-06-28 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?

Level Up! Exploring Gamification's Impact on Research and Innovation

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Author :
Publisher : BoD – Books on Demand
ISBN 13 : 1837695296
Total Pages : 119 pages
Book Rating : 4.8/5 (376 download)

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Book Synopsis Level Up! Exploring Gamification's Impact on Research and Innovation by : Tibor Guzsvinecz

Download or read book Level Up! Exploring Gamification's Impact on Research and Innovation written by Tibor Guzsvinecz and published by BoD – Books on Demand. This book was released on 2024-08-21 with total page 119 pages. Available in PDF, EPUB and Kindle. Book excerpt: Level Up! Exploring Gamification's Impact on Research and Innovation explores the transformative power of gamification in various fields. This edited book shows how game design elements, when integrated into non-gaming contexts, can revolutionize education, health care, luxury tourism, language learning, and more. Through a series of case studies and research, the book demonstrates the potential of gamification to enhance user engagement, improve knowledge retention, and foster interdisciplinary collaboration. Discover how AI-powered simulations and interactive technologies are creating personalized learning experiences that adapt to individual needs, making education more effective and engaging. Explore the use of gamification in luxury tourism to elevate travel experiences, enhance customer loyalty, and deliver immersive, memorable journeys. Understand the advantages of mobile-assisted language learning applications, which use gamified elements to make language learning more accessible and enjoyable. The book also highlights the role of gamification in health care by showcasing how it can transform medical education by providing interactive and adaptive training environments. Learn about the efforts of the STEAME Teacher Facilitators Academy in promoting project-based learning methodologies that prepare educators to lead innovative, multidisciplinary classrooms. This book is an essential resource for scholars, educators, practitioners, and policymakers who are looking to harness the benefits of gamification. It offers insights and practical strategies for using game mechanics to address complex challenges, drive progress, and create impactful experiences. By embracing the principles of gamification, readers will be equipped to turn challenges into opportunities for growth and success, fostering a more connected, informed, and empowered society. Use this book to level up and unlock the full potential of gamification and innovation in your field!

Power Up Your Classroom

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Author :
Publisher : International Society for Technology in Education
ISBN 13 : 1564847969
Total Pages : 129 pages
Book Rating : 4.5/5 (648 download)

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Book Synopsis Power Up Your Classroom by : Lindsey Blass

Download or read book Power Up Your Classroom written by Lindsey Blass and published by International Society for Technology in Education. This book was released on 2022-08-24 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai’s paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration. Together, they began to ask … what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers? This book: • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. • Features a downloadable full-color game board that can be used in tandem with the book. • Provides access to an accompanying website that offers dynamic elements and book study questions. • Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning.

Gamify Your Classroom

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Author :
Publisher : New Literacies and Digital Epistemologies
ISBN 13 : 9781433126703
Total Pages : 0 pages
Book Rating : 4.1/5 (267 download)

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Book Synopsis Gamify Your Classroom by : Matthew Farber

Download or read book Gamify Your Classroom written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Ditch That Textbook

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Author :
Publisher :
ISBN 13 : 9781946444257
Total Pages : 240 pages
Book Rating : 4.4/5 (442 download)

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Book Synopsis Ditch That Textbook by : Matt Miller

Download or read book Ditch That Textbook written by Matt Miller and published by . This book was released on 2015-04-13 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.

Game On!

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Author :
Publisher : JHU Press
ISBN 13 : 1421423960
Total Pages : 217 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Game On! by : Kevin Bell

Download or read book Game On! written by Kevin Bell and published by JHU Press. This book was released on 2018 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--

Gamification in Education: Breakthroughs in Research and Practice

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Author :
Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 690 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

Download or read book Gamification in Education: Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

The Multiplayer Classroom

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Author :
Publisher : CRC Press
ISBN 13 : 1000039005
Total Pages : 369 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Level Up Your Life

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Author :
Publisher : Rodale Books
ISBN 13 : 1623365414
Total Pages : 258 pages
Book Rating : 4.6/5 (233 download)

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Book Synopsis Level Up Your Life by : Steve Kamb

Download or read book Level Up Your Life written by Steve Kamb and published by Rodale Books. This book was released on 2016-01-12 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 5 years, Steve Kamb has transformed himself from wanna-be daydreamer into a real-life superhero and actually turned his life into a gigantic video game: flying stunt planes in New Zealand, gambling in a tuxedo at the Casino de Monte-Carlo, and even finding Nemo on the Great Barrier Reef. To help him accomplish all of these goals, he built a system that allowed him to complete quests, take on boss battles, earn experience points, and literally level up his life. If you have always dreamed of adventure and growth but can’t seem to leave your hobbit-hole, Level Up Your Life is for you. Kamb will teach you exactly how to use your favorite video games, books, and movies as inspiration for adventure rather than an escape from the grind of everyday life. Hundreds of thousands of everyday Joes and Jills have joined Steve’s Rebellion through his popular website, NerdFitness.com, and leveled up their lives—losing weight, getting stronger, and living better. In Level Up Your Life, you’ll meet more than a dozen of these members of The Rebellion: men and women, young and old, single and married, from all walks of life who have created superhero versions of themselves to live adventurously and happily. Within this guide, you’ll follow in their footsteps and learn exactly how to: • Create your own “Alter Ego” with real-life super powers • Build your own Epic Quest List, broken into categories and difficulty levels • Hack your productivity habits to start making progress • Train your body for any adventure • Build in rewards and accountability that will actually motivate you to succeed • Travel the world freely (and cheaply) • Recruit the right allies to your side and find powerful mentors for guidance Adventure is out there, and the world needs more heroes. Will you heed the call?

Play to Learn

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Author :
Publisher : John Riggs
ISBN 13 :
Total Pages : 63 pages
Book Rating : 4./5 ( download)

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Book Synopsis Play to Learn by : John E. Riggs

Download or read book Play to Learn written by John E. Riggs and published by John Riggs. This book was released on 2024-01-27 with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Play to Learn: Harnessing Gamification For Student Success" is an innovative and insightful guide for educators who are eager to bring a new level of engagement and excitement to their classrooms. This book is tailored for K-12 teachers, administrators, and educational technologists looking to harness the power of gamification to boost student success. In today’s educational landscape, keeping students motivated and engaged is more challenging than ever. "Play to Learn" offers a fresh perspective, merging the thrill of gaming with educational content, to create a learning experience that is as enjoyable as it is effective. What does "Play to Learn" offer? A Comprehensive Guide to Gamification: Understand the core principles of gamification and how they can be applied effectively in an educational context. Practical Implementation Strategies: Get hands-on with easy-to-implement techniques and tools to bring gamified learning to life in your classroom. Real-World Success Stories: Draw inspiration from a variety of case studies that demonstrate the transformative power of gamification in diverse educational settings. Research-Based Approaches: Rely on the latest educational research and studies to back your gamification strategies, ensuring they're grounded in proven methods. Adaptability to Diverse Learning Needs: Learn to customize gamification approaches to cater to different learning styles, ensuring an inclusive learning environment for all students. Navigating Challenges: Gain insights into potential challenges and pitfalls of gamification in education and learn effective strategies to overcome them. "Play to Learn" is more than just a book; it’s a journey into the heart of what makes learning effective and enjoyable. It empowers educators to transform their classrooms into dynamic, interactive spaces where learning is not just a task, but a rewarding and engaging adventure. Ideal for those who are new to gamification as well as seasoned educators looking to enhance their teaching techniques, "Play to Learn" is an invaluable resource. Dive into this book and discover how to turn every lesson into an engaging game and every classroom into a space where students are not only educated but also inspired. Get your copy of "Play to Learn: Harnessing Gamification For Student Success" and start reshaping the future of education—one game at a time! Ready to transform your classroom into a dynamic and engaging space where learning is not just a task, but an exciting adventure? "Play to Learn: Increase Student Outcomes Through Meaningful Play" is the key to unlocking the full potential of your students and revolutionizing your teaching approach. Boost Student Success: Discover how gamification can motivate and engage students like never before, leading to improved academic performance. Experience the Thrill of Gaming: Learn how to merge the excitement of gaming with educational content to create a truly immersive and enjoyable learning experience. Transformative Case Studies: Draw inspiration from real-world success stories that showcase the incredible impact of gamification in diverse educational settings. Proven Research-Based Approaches: Utilize the latest educational research and studies to ensure your gamification strategies are grounded in effective methods. Inclusivity for All Learners: Customize gamification techniques to suit different learning styles and create an inclusive learning environment for all students. Overcome Challenges: Gain insights into potential obstacles and learn effective strategies to overcome them, ensuring the success of your gamification efforts. "Play to Learn" is not just a book, it's a journey into the heart of effective and enjoyable learning. It empowers educators to transform their classrooms and inspire their students to reach new heights. Ideal for both beginners and experienced educators, "Play to Learn" is an invaluable resource for anyone looking to enhance their teaching techniques. Don't miss out on this opportunity to reshape the future of education, one game at a time. Get your copy now before the price changes!

Level Up Your Learning

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Author :
Publisher :
ISBN 13 :
Total Pages : 130 pages
Book Rating : 4.:/5 (96 download)

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Book Synopsis Level Up Your Learning by : Erin Fair

Download or read book Level Up Your Learning written by Erin Fair and published by . This book was released on 2014 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The purpose of this project was to look at multiple learning theories and game design theories in order to determine if these two different sets of theories could be combined in order to create effective training materials. It also explores how this process could happen, what that would look like and to determine if the gamification of training materials is an effective and valid method of teaching. This study is from a constructivist viewpoint, and draws upon experiential learning theories. The game created for the study blends the Flow theory, narrative learning theories and the Zone of Proximal Development theory to create a gamified training. The research was conducted at a local company, HireVu, a Software as a Service (SaaS) company that delivers Human Resource technology, in the form of a digital interviewing platform. The participants were the support team. The individual's knowledge was measured before the gamified training, after, and then again one month later. The results showed that the training was highly effective, boasting an 80% retention rate for the knowledge gained. The participants enjoyed the training, and did not want to leave at the end. The research shows that gamification is a valid form of training. There is more research needed in field, for example how could other learning perspectives and theories be applied to games, and what games work best with various content and industries?"--author's abstract.

Gamification with Moodle

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1785286811
Total Pages : 135 pages
Book Rating : 4.7/5 (852 download)

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Book Synopsis Gamification with Moodle by : Natalie Denmeade

Download or read book Gamification with Moodle written by Natalie Denmeade and published by Packt Publishing Ltd. This book was released on 2015-10-20 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Playful Minds

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Author :
Publisher : eBookIt.com
ISBN 13 : 1456646990
Total Pages : 286 pages
Book Rating : 4.4/5 (566 download)

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Book Synopsis Playful Minds by : Lily Parker

Download or read book Playful Minds written by Lily Parker and published by eBookIt.com. This book was released on 2024-03-12 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revolutionize Learning: Dive Into the Joy of Educational Games Imagine a world where the joy of play infuses every lesson, where students of all ages are eager to learn, spurred by curiosity and engagement. "Playful Minds: Transforming Education with Gamification" extends a thrilling invitation to educators, parents, and innovators: to reimagine the educational landscape through the potent magic of gamification. The journey starts at the intersection where education meets fun, guiding readers through a captivating exploration of what gamification really is and why it has become an imperative in today's teaching toolkit. Discover the core principles of game design and how they can be harnessed to create enriching educational experiences that captivate both the mind and the heart. Sink your teeth into the psychology that intertwines learning with gaming. Unlock compelling insights into motivation, flow state, and the psychological underpinnings that make game-based learning incredibly effective. Design your very first educational game with strategies right from the minds of seasoned experts, employing powerful narrative techniques, reward systems, and game mechanics that translate across different subjects and cater to diverse learning styles. Dive deep into digital versus non-digital gaming applications, and witness how each can beautifully complement the art of teaching. Equip yourself with the knowledge of the latest technologies, such as AR and VR, and understand how they are revolutionizing learning spaces. While addressing the inclusivity in game design, the book ensures that no learner is left behind. Armed with a plethora of case studies and actionable tools for crafting your own gamified classroom environment, "Playful Minds" ensures that your educational practice is equipped to meet the needs of the modern learner. Evolve your teaching, connect with a passionate educator community, and confidently lead the charge towards a future where learning and play are indistinguishable. As the final page turns, it's not game over, but the next level in educational excellence. Embrace the power of "Playful Minds" to craft experiences that linger long after the lesson ends, fostering a lifelong love for learning.

Game-Based Learning and the Power of Play

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443898414
Total Pages : 275 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Game-Based Learning and the Power of Play by : Pauline Rooney

Download or read book Game-Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Actionable Gamification

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 183921077X
Total Pages : 500 pages
Book Rating : 4.8/5 (392 download)

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Book Synopsis Actionable Gamification by : Yu-kai Chou

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.