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Enhancing Students Motivational Capacities In Music Classrooms Through Gamification Of Curriculum
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Book Synopsis Gamification in Learning and Education by : Sangkyun Kim
Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Book Synopsis The Kinesthetic Classroom by : Traci Lengel
Download or read book The Kinesthetic Classroom written by Traci Lengel and published by Corwin Press. This book was released on 2010-01-26 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on cutting-edge research, this inspiring book shows how to integrate movement with classroom instruction, providing hundreds of activities that improve attention spans and student learning.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1522551999 Total Pages :690 pages Book Rating :4.5/5 (225 download)
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.
Book Synopsis The Psychology of Music Teaching by : Edwin Gordon
Download or read book The Psychology of Music Teaching written by Edwin Gordon and published by Prentice Hall. This book was released on 1971 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author seeks to provide insights into how students learn music and focuses on musical aptitude and musical achievement.
Book Synopsis Every Kid a Winner: Accountability in Education by : Leon M. Lessinger
Download or read book Every Kid a Winner: Accountability in Education written by Leon M. Lessinger and published by . This book was released on 1970 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis The Power of SMART Goals by : Anne Conzemius
Download or read book The Power of SMART Goals written by Anne Conzemius and published by Solution Tree Press. This book was released on 2009-04-01 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help staff focus on results, and implement SMART (Strategic and specific, Measurable, Attainable, Results based, and Time bound) goals to transform your school into a place where every student meets or exceeds standards. The authors present four success stories from real SMART schools and several frameworks for adult and student goal setting that lead to real results.
Download or read book Emotion in Education written by and published by Elsevier. This book was released on 2011-04-28 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited book examines some of the current inquiry related to the study of emotions in educational contexts. There has been a notable increased interest in educational research on emotions. Emotion in Education represents some of the most exciting and current research on emotions and education, and has the potential to impact research in this area. This combination of variety, timeliness, potential for transformation of the field, and uniqueness make this a "must-have" resource for academics in the fields of education, educational psychology, emotion psychology, cultural psychology, sociology, and teacher education. The chapters have been written for scholars in the area, but authors also wrote with graduate students in mind. Therefore, the book is also be a great volume for graduate seminars. - Provides in-depth examination of emotions in educational contexts - Includes international roster of contributors who represent a variety of disciplines - Represents a number of different research approaches
Book Synopsis Smart Learning Environments by : Maiga Chang
Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
Book Synopsis Assessment in Game-Based Learning by : Dirk Ifenthaler
Download or read book Assessment in Game-Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
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.
Book Synopsis Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions by : Alexandra I. Cristea
Download or read book Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions written by Alexandra I. Cristea and published by Springer. This book was released on 2018-08-04 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.
Book Synopsis The Action Research Guidebook by : Richard D. Sagor
Download or read book The Action Research Guidebook written by Richard D. Sagor and published by Corwin Press. This book was released on 2016-10-15 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Think of yourself as an educational architect By tapping into the power of action research, you can improve overall student performance, eliminate achievement gaps, and enhance your own efficacy and morale. In the third edition of this bestselling guidebook, you’ll find: New insights on how to use reflective practice, qualitative and quantitative methods, and culturally responsive teaching to improve the success of all students A field-tested, four-stage action research process to lead you from brainstorming to breakthrough Illustrative examples, charts, handouts, worksheets, and sample action research reports to demystify and simplify the action research process
Book Synopsis Culturally Responsive Teaching by : Geneva Gay
Download or read book Culturally Responsive Teaching written by Geneva Gay and published by Teachers College Press. This book was released on 2010 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The achievement of students of color continues to be disproportionately low at all levels of education. More than ever, Geneva Gay's foundational book on culturally responsive teaching is essential reading in addressing the needs of today's diverse student population. Combining insights from multicultural education theory and research with real-life classroom stories, Gay demonstrates that all students will perform better on multiple measures of achievement when teaching is filtered through their own cultural experiences. This bestselling text has been extensively revised to include expanded coverage of student ethnic groups: African and Latino Americans as well as Asian and Native Americans as well as new material on culturally diverse communication, addressing common myths about language diversity and the effects of "English Plus" instruction.
Book Synopsis How to Differentiate Instruction in Mixed-ability Classrooms by : Carol A. Tomlinson
Download or read book How to Differentiate Instruction in Mixed-ability Classrooms written by Carol A. Tomlinson and published by ASCD. This book was released on 2001 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers a definition of differentiated instruction, and provides principles and strategies designed to help teachers create learning environments that address the different learning styles, interests, and readiness levels found in a typical mixed-ability classroom.
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.
Book Synopsis Supporting Students' Motivation by : Johnmarshall Reeve
Download or read book Supporting Students' Motivation written by Johnmarshall Reeve and published by Taylor & Francis. This book was released on 2022-05-03 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a book about teachers’ classroom motivating styles. Motivating style is the interpersonal tone and face-to-face behavior the teacher relies on when trying to motivate students to engage in classroom activities and procedures. The over-arching goal of the book is to help teachers work through the professional developmental process to learn how to provide instruction in ways that students will find to be motivationally-enriching, satisfying, and engagement-generating. To realize this goal, the book features six parts: Part 1: Introduction, introduces what teachers are to support—namely, student motivation; Part 2: Motivating Style, explains what a supportive motivating style is; Part 3: “How to,” overviews the recommended motivationally-supportive instructional strategies one-by-one and step-by-step; Part 4: Workshop, walks the reader through the skill-building workshop experience; Part 5: Benefits, details all the student, teacher, and classroom benefits that come from an improved motivating style; and Part 6: Getting Started, discusses ways to begin using these skills in the classroom. Based on a successful workshop program run by the authors, teachers successfully improve their classroom motivating style. In doing so, they experience gains in their teaching skill and efficacy, job satisfaction, a renewed passion for teaching, and a more satisfying relationship with their students. This multiauthored book provides teachers with the practical, concrete, step-by-step, skill-based "how to" they need to develop a highly supportive motivating style.
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