Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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Author :
Publisher : Lulu.com
ISBN 13 : 0359984010
Total Pages : 584 pages
Book Rating : 4.3/5 (599 download)

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Book Synopsis Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by : Karen Schrier

Download or read book Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-18 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Teaching in the Game-Based Classroom

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Publisher : CRC Press
ISBN 13 : 1000411737
Total Pages : 188 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Teaching in the Game-Based Classroom by : David Seelow

Download or read book Teaching in the Game-Based Classroom written by David Seelow and published by CRC Press. This book was released on 2021-07-12 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Immersive Learning

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Publisher : Rowman & Littlefield Publishers
ISBN 13 : 1475857950
Total Pages : 171 pages
Book Rating : 4.4/5 (758 download)

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Book Synopsis Immersive Learning by : Craig Frehlich

Download or read book Immersive Learning written by Craig Frehlich and published by Rowman & Littlefield Publishers. This book was released on 2020-10-01 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most people want to reach their maximum potential; and the use of tools are no different. Some say power is influence. If this is true, then virtual reality has “superpowers” because of its ability to make the unreal viscerally real, engaging and immersive. Thanks to these powers VR can influence and affect education in ways that no technology tool has in the past. This book will help people understand the power and true potential of virtual reality (or VR). The prime directive of this book is to provide educators with a way of thinking about how to use virtual reality in education in order to reveal its true superpowers. And, to arm educators with several hands-on lessons to get them started on implementing VR as a tool to enhance learning outcomes. Ultimately, the book aims to have educators clearly understand VR’s role in transforming education, thus reaching its maximum potential.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

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Author :
Publisher : CRC Press
ISBN 13 : 1000818942
Total Pages : 299 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning by : David Seelow

Download or read book Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning written by David Seelow and published by CRC Press. This book was released on 2022-12-21 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

We the Gamers

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Publisher : Oxford University Press
ISBN 13 : 0190926139
Total Pages : 224 pages
Book Rating : 4.1/5 (99 download)

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Book Synopsis We the Gamers by : Karen Schrier

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021-04-30 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799874664
Total Pages : 571 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Supporting Social and Emotional Development Through Literacy Education by : Tussey, Jill

Download or read book Handbook of Research on Supporting Social and Emotional Development Through Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-06-25 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.

Playful Teaching, Learning Games

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Publisher : Brill / Sense
ISBN 13 : 9789460914591
Total Pages : 133 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Playful Teaching, Learning Games by : Myint Swe Khine

Download or read book Playful Teaching, Learning Games written by Myint Swe Khine and published by Brill / Sense. This book was released on 2011 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Unlocking the Potential of Puzzle-based Learning

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Publisher : SAGE
ISBN 13 : 1529755328
Total Pages : 194 pages
Book Rating : 4.5/5 (297 download)

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Book Synopsis Unlocking the Potential of Puzzle-based Learning by : Scott Nicholson

Download or read book Unlocking the Potential of Puzzle-based Learning written by Scott Nicholson and published by SAGE. This book was released on 2020-12-16 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives. Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools. Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.

Learning, Education and Games

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Author :
Publisher : Lulu.com
ISBN 13 : 9781312542853
Total Pages : 0 pages
Book Rating : 4.5/5 (428 download)

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Book Synopsis Learning, Education and Games by : Et Al.

Download or read book Learning, Education and Games written by Et Al. and published by Lulu.com. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: volume one. Curricular and design considerations

50 Quick and Brilliant Teaching Games

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Author :
Publisher : CreateSpace
ISBN 13 : 9781508534877
Total Pages : 64 pages
Book Rating : 4.5/5 (348 download)

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Book Synopsis 50 Quick and Brilliant Teaching Games by : Mike Gershon

Download or read book 50 Quick and Brilliant Teaching Games written by Mike Gershon and published by CreateSpace. This book was released on 2015-03-10 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: 50 Quick and Brilliant Teaching Games is a superb collection of engaging and motivational teaching games any teacher can use in their classroom to raise achievement, teach fantastic lessons and energise their students. The book is written by bestselling author and trainer Mike Gershon. Drawing on his knowledge and experience of great classroom practice, Mike presents fifty bite-sized entries, each detailing a different fantastic teaching game. All the games can be picked up and used straight away, helping you to develop and improve your teaching quickly and effectively. Every game is presented in a simple, easy-to-apply format. Each one is appropriate for use across the curriculum and with different age groups. All the games will help you to become an even better teacher, raising achievement and engaging your students on a daily basis. The 'Quick 50' series meets the needs of the modern teacher, giving them the resources they require to be superb at what they do.

More Board Game Education

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Publisher : Rowman & Littlefield Publishers
ISBN 13 : 9781475848335
Total Pages : 0 pages
Book Rating : 4.8/5 (483 download)

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Book Synopsis More Board Game Education by : Jeffrey P. Hinebaugh

Download or read book More Board Game Education written by Jeffrey P. Hinebaugh and published by Rowman & Littlefield Publishers. This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a follow up to Board Game Education. However, unlike many of the board games discussed in Board Game Education, this book identifies and discusses five board games that each develop critical educational skills in reasoning, problem-solving, language arts, mathematics, social sciences and communication. They are the "super foods" of the board game world. More Board Game Education answers the questions unlikely to ever be ask: If I were stranded on a desert island with only five board games and I wanted to educate my kids, what board games would I choose. Each board game discussed in this book is a complete educational tool that will develop all of the critical educational skills that research has shown to not only be crucial to educational success, but also success in the workplace. As a bonus, these game are great to play, easy to learn and, most importantly, affordable to own for any family or teacher. (This is a very important point to remember; this is not a list of the greatest board games ever or the very best educational board games on the market. Rather, this book discusses board games which every parent, teacher and/or school program can realistically own, in multiple copies, and incorporate as a learning tool).

101 Fun Games, Activities, and Projects for English Classes, Vol. 3

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Publisher :
ISBN 13 : 9781490406107
Total Pages : 86 pages
Book Rating : 4.4/5 (61 download)

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Book Synopsis 101 Fun Games, Activities, and Projects for English Classes, Vol. 3 by : Cynthia Lapeña

Download or read book 101 Fun Games, Activities, and Projects for English Classes, Vol. 3 written by Cynthia Lapeña and published by . This book was released on 2013-06-20 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you need ideas for how to present a new lesson ? Are you running out of ways to induce students to analyze new knowledge? Do you want fun ways to reinforce learning? Then Volume 3: Discovering New Things is just the book for you! This volume provides games and activities that can be used to present new lessons, to illustrate and elucidate lessons, and to provide fun opportunities for applying lessons learned. Most of the games and activities require analysis or parts in relation to the whole and to context. The games and activities reinforce learning because students are made to do or demonstrate what they have learned.

100 Learning Games for Ages 3-5

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Publisher :
ISBN 13 : 9780439983358
Total Pages : 128 pages
Book Rating : 4.9/5 (833 download)

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Book Synopsis 100 Learning Games for Ages 3-5 by : Linda Mort

Download or read book 100 Learning Games for Ages 3-5 written by Linda Mort and published by . This book was released on 2002 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a wide range of fun learning games that can be played at home or in a nursery/school setting. The ideas are grouped under the following chapter headings: All by myself Can I help? Let's eat Out and about Let's pretend Quiet times Livley times Winding down Information on typical stages of development is provided throughout. Links to the Stepping Stones and Early Learning Goals are made for each game.

Games for Growth

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Publisher :
ISBN 13 :
Total Pages : 205 pages
Book Rating : 4.:/5 (11 download)

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Book Synopsis Games for Growth by : Alice Kaplan Gordon

Download or read book Games for Growth written by Alice Kaplan Gordon and published by . This book was released on 1970 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Resources in Education

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Publisher :
ISBN 13 :
Total Pages : 764 pages
Book Rating : 4.U/5 (183 download)

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Book Synopsis Resources in Education by :

Download or read book Resources in Education written by and published by . This book was released on 2001 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Games of Knowing

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781536968514
Total Pages : 118 pages
Book Rating : 4.9/5 (685 download)

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Book Synopsis Games of Knowing by : Danny Wall

Download or read book Games of Knowing written by Danny Wall and published by Createspace Independent Publishing Platform. This book was released on 2016-08-06 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: GAMES OF KNOWING are more than just fun activities to enliven your classroom- they open students to the key concepts of your Theory of Knowledge course! Use play-based learning to help students engage and experience the fundamentals of TOK! Match the Areas of Knowledge to fit games into all areas of the curriculum! Launch meaningful discussion out of fun and energetic activities! These games have been played and tested with high school students of the IB Diploma Programme for more than three years. Each game also includes a list of variations for you to tailor your experience, whether you need a high-energy whole-class activity or a quiet, reflective warm-up. A summary of essential understanding also helps to guide your follow-up into purposeful and targeted explorations of knowledge. GAMES OF KNOWING - for any class that wants to PLAY with KNOWLEDGE!

100 Learning Games for Ages 0 to 3

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Publisher :
ISBN 13 : 9780439983365
Total Pages : 128 pages
Book Rating : 4.9/5 (833 download)

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Book Synopsis 100 Learning Games for Ages 0 to 3 by : Alice Sharp

Download or read book 100 Learning Games for Ages 0 to 3 written by Alice Sharp and published by . This book was released on 2002 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each book in this series is packed full with 100 new step-by-step ideas for fun learning. Whether you are a parent at home or an early years professional, the books will provide lots of new inspiration for educational games with young children. All the ideas focus on the typical routines in a child's day. They require only minimal resources that will be found in any home or early years setting. Information on the typical stages of a child's development is also provided.