Teacher Perception on the Use of Game-Based Learning in the Title 1 ELA Curriculum

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Publisher :
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.:/5 (141 download)

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Book Synopsis Teacher Perception on the Use of Game-Based Learning in the Title 1 ELA Curriculum by : Dakeyan C. Graham

Download or read book Teacher Perception on the Use of Game-Based Learning in the Title 1 ELA Curriculum written by Dakeyan C. Graham and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teacher perception has been demonstrated to be a key contributor to instructional practices within the classroom. As additional technologies become available to enhance and supplement instructional practices, game-based learning has emerged as an included component to classroom strategies for improved student achievement. With primary focus within the educational field placed on decreasing the achievement gap, emphasis on approaches that demonstrate affective ways of promoting the achievement of minority students has increased over the past few decades. Primary measurements of student achievement begin in 3rd grade. The purpose of this study was to identify and evaluate teacher perceptions on the use of game-based learning software within the contemporary classroom, specifically in the 3rd and 4th grade ELA domainches Survey responses from 823 3rd and 4th grade ELA teachers provided insight to factors contributing to teacher perception on the implementation of game-based learning into the ELA curriculum. In addition to the quantitative survey results, 37 face-to-face interviews were conducted to elicit qualitative information on the factors influencing teacher perception. Analysis of the results indicated that teachers have a generally positive view of the incorporation of GBL into the ELA curriculum. One of the key factors contributing to GBL implementation is an increased level of student engagement. Prior experience with GBL implementation also served as a primary element impacting teacher perception.

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.

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.

Using Games to Enhance Learning and Teaching

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Publisher : Routledge
ISBN 13 : 1136341315
Total Pages : 233 pages
Book Rating : 4.1/5 (363 download)

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Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012-05-23 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Game-Based Learning and the Power of Play

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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.

Game-Based Learning

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443862436
Total Pages : 280 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Game-Based Learning by : Patrick Felicia

Download or read book Game-Based Learning written by Patrick Felicia and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.

Game-based Learning in Action

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Publisher : New Literacies and Digital Epistemologies
ISBN 13 : 9781433144745
Total Pages : 0 pages
Book Rating : 4.1/5 (447 download)

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Book Synopsis Game-based Learning in Action by : Matthew Farber

Download or read book Game-based Learning in Action written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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

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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.

Serious Games and Edutainment Applications

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Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 694 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Handbook of Game-Based Learning

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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

Designing a Concept-Based Curriculum for English Language Arts

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Publisher : Corwin Press
ISBN 13 : 145224197X
Total Pages : 177 pages
Book Rating : 4.4/5 (522 download)

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Book Synopsis Designing a Concept-Based Curriculum for English Language Arts by : Lois A. Lanning

Download or read book Designing a Concept-Based Curriculum for English Language Arts written by Lois A. Lanning and published by Corwin Press. This book was released on 2013 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Functions as a framework for lesson plans.

Game-Based Learning

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Publisher : Nova Science Publishers
ISBN 13 : 9781536119008
Total Pages : 0 pages
Book Rating : 4.1/5 (19 download)

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Book Synopsis Game-Based Learning by : Youngkyun Baek

Download or read book Game-Based Learning written by Youngkyun Baek and published by Nova Science Publishers. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the how to information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

The Science of Reading

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Publisher : John Wiley & Sons
ISBN 13 : 1118712307
Total Pages : 922 pages
Book Rating : 4.1/5 (187 download)

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Book Synopsis The Science of Reading by : Margaret J. Snowling

Download or read book The Science of Reading written by Margaret J. Snowling and published by John Wiley & Sons. This book was released on 2013-04-22 with total page 922 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Science of Reading: A Handbook brings together state-of-the-art reviews of reading research from leading names in the field, to create a highly authoritative, multidisciplinary overview of contemporary knowledge about reading and related skills. Provides comprehensive coverage of the subject, including theoretical approaches, reading processes, stage models of reading, cross-linguistic studies of reading, reading difficulties, the biology of reading, and reading instruction Divided into seven sections:Word Recognition Processes in Reading; Learning to Read and Spell; Reading Comprehension; Reading in Different Languages; Disorders of Reading and Spelling; Biological Bases of Reading; Teaching Reading Edited by well-respected senior figures in the field

Practical Perspectives on Educational Theory and Game Development

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Publisher : IGI Global
ISBN 13 : 1799850226
Total Pages : 252 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Practical Perspectives on Educational Theory and Game Development by : Marzullo, Fabio Perez

Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.

Games-To-Teach or Games-To-Learn

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Publisher : Springer
ISBN 13 : 9812875182
Total Pages : 199 pages
Book Rating : 4.8/5 (128 download)

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Book Synopsis Games-To-Teach or Games-To-Learn by : Yam San Chee

Download or read book Games-To-Teach or Games-To-Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Publisher : Information Science Reference
ISBN 13 : 9781799872719
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Carol-Ann Lane and published by Information Science Reference. This book was released on 2022-01-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Guidelines for Game-based Learning

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Publisher : Pabst Science Publishers
ISBN 13 : 1593260725
Total Pages : 118 pages
Book Rating : 4.5/5 (932 download)

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Book Synopsis Guidelines for Game-based Learning by : Maja Pivec

Download or read book Guidelines for Game-based Learning written by Maja Pivec and published by Pabst Science Publishers. This book was released on 2004 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.