Teaching in the Game-Based Classroom

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Author :
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.

Game-based Learning

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Author :
Publisher :
ISBN 13 : 9781536119206
Total Pages : 468 pages
Book Rating : 4.1/5 (192 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 . This book was released on 2017 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This 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.

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.

The Standards-Based Classroom

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Author :
Publisher : Corwin Press
ISBN 13 : 1544324243
Total Pages : 170 pages
Book Rating : 4.5/5 (443 download)

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Book Synopsis The Standards-Based Classroom by : Emily Rinkema

Download or read book The Standards-Based Classroom written by Emily Rinkema and published by Corwin Press. This book was released on 2018-08-10 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to know which practices related to curriculum, instruction, and assessment are essential to make learning the goal for every student! You’ll learn how to Create learning targets that are scalable and transferable within and across units Develop instructional scales for each learning target Design non-scored practice activities and assessments Introduce and model skills that will be assessed and design tasks that allow students to use these skills Differentiate instruction and activities based on data from various types of assessments Maintain a gradebook that tracks summative achievement of learning targets, and score assessments accordingly Communicate progress clearly and efficiently with students and families

Choosing and Using Digital Games in the Classroom

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

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

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

The Knowledge Gap

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

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Book Synopsis The Knowledge Gap by : Natalie Wexler

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

Game-Based Learning

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Author :
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

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Author :
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.

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.

Business game-based learning in management education

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Author :
Publisher : Lulu.com
ISBN 13 : 1291322558
Total Pages : 315 pages
Book Rating : 4.2/5 (913 download)

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Book Synopsis Business game-based learning in management education by : Nicola Baldissin

Download or read book Business game-based learning in management education written by Nicola Baldissin and published by Lulu.com. This book was released on 2013 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Teach Like a Champion 2.0

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Publisher : John Wiley & Sons
ISBN 13 : 1118901851
Total Pages : 512 pages
Book Rating : 4.1/5 (189 download)

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Book Synopsis Teach Like a Champion 2.0 by : Doug Lemov

Download or read book Teach Like a Champion 2.0 written by Doug Lemov and published by John Wiley & Sons. This book was released on 2015-01-12 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: One of the most influential teaching guides ever—updated! Teach Like a Champion 2.0 is a complete update to the international bestseller. This teaching guide is a must-have for new and experienced teachers alike. Over 1.3 million teachers around the world already know how the techniques in this book turn educators into classroom champions. With ideas for everything from boosting academic rigor, to improving classroom management, and inspiring student engagement, you will be able to strengthen your teaching practice right away. The first edition of Teach Like a Champion influenced thousands of educators because author Doug Lemov's teaching strategies are simple and powerful. Now, updated techniques and tools make it even easier to put students on the path to college readiness. Here are just a few of the brand new resources available in the 2.0 edition: Over 70 new video clips of real teachers modeling the techniques in the classroom (note: for online access of this content, please visit my.teachlikeachampion.com) A selection of never before seen techniques inspired by top teachers around the world Brand new structure emphasizing the most important techniques and step by step teaching guidelines Updated content reflecting the latest best practices from outstanding educators Organized by category and technique, the book’s structure enables you to read start to finish, or dip in anywhere for the specific challenge you’re seeking to address. With examples from outstanding teachers, videos, and additional, continuously updated resources at teachlikeachampion.com, you will soon be teaching like a champion. The classroom techniques you'll learn in this book can be adapted to suit any context. Find out why Teach Like a Champion is a "teaching Bible" for so many educators worldwide.

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.

Digital Game-Based Learning

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Author :
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.

Game-based Learning in Action

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Author :
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.

Interdisciplinary Design of Game-based Learning Platforms

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Author :
Publisher : Springer
ISBN 13 : 3030043398
Total Pages : 156 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Interdisciplinary Design of Game-based Learning Platforms by : Fengfeng Ke

Download or read book Interdisciplinary Design of Game-based Learning Platforms written by Fengfeng Ke and published by Springer. This book was released on 2018-12-07 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Authentic Assessment in Social Studies

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Author :
Publisher : CRC Press
ISBN 13 : 0429536704
Total Pages : 202 pages
Book Rating : 4.4/5 (295 download)

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Book Synopsis Authentic Assessment in Social Studies by : David Sherrin

Download or read book Authentic Assessment in Social Studies written by David Sherrin and published by CRC Press. This book was released on 2020-02-19 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: This engaging book will show you how to move beyond tests and essay writing to implement authentic assessments in your middle or high school social studies classroom. Award-winning teacher David Sherrin explains the value of authentic assessments and offers practical ways to get started and dive deeper in your own practice. You’ll be encouraged and inspired by the real-life stories of classroom successes and failures that illustrate the points throughout the book. The chapters cover a range of categories, including different types of written, creative, and civic action assessments. The book includes: planning charts and rubrics showing how to use, grade, and give feedback on assessments so they truly aid student learning and progress specific examples, useful tips, and ready-to-go instructions that you can use immediately with your class open-ended assessments encourage scaffolding or adaptation for individual or group work to fit your classroom needs You will learn how to personalize instruction and provide students with avenues for creativity and the types of learning experiences they need to be prepared for a complex world.

Assessment in Game-Based Learning

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1461435463
Total Pages : 476 pages
Book Rating : 4.4/5 (614 download)

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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.