Inventing and Playing Games in the English Classroom

Inventing and Playing Games in the English Classroom PDF Author: Kenneth Davis
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 172

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Book Description

Inventing and Playing Games in the English Classroom

Inventing and Playing Games in the English Classroom PDF Author: Kenneth Davis
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 172

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Book Description


Resources in Education

Resources in Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 1032

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Book Description


Global Perspectives on Gameful and Playful Teaching and Learning

Global Perspectives on Gameful and Playful Teaching and Learning PDF Author: Farber, Matthew
Publisher: IGI Global
ISBN: 1799820173
Category : Education
Languages : en
Pages : 330

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Book Description
In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Invent to Learn

Invent to Learn PDF Author: Sylvia Libow Martinez
Publisher:
ISBN: 9780997554373
Category : Maker movement in education
Languages : en
Pages : 324

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Book Description
A new and expanded edition of one of the decade's most influential education books. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports making in the classroom, library, makerspace, or anywhere learners learn.

Teaching English Language Learners Through Technology

Teaching English Language Learners Through Technology PDF Author:
Publisher: Routledge
ISBN: 1135906947
Category :
Languages : en
Pages : 235

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Teaching Language Arts in Middle Schools

Teaching Language Arts in Middle Schools PDF Author: Sharon Kingen
Publisher: Routledge
ISBN: 1135675872
Category : Education
Languages : en
Pages : 622

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Book Description
Primary text for middle school language arts methods courses. Presents balanced attention to various teaching strategies, processes, and content, demonstrating how all of these connect to improve students abilities to communicate.

ENGLISH LANGUAGE & LITERATURE

ENGLISH LANGUAGE & LITERATURE PDF Author: Neeta Sharma
Publisher: Rachna Sagar Private Limited
ISBN: 9358443278
Category : Education
Languages : en
Pages : 396

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Book Description
Together with Ⓡ presents an innovative study material with the CBSE Question Bank for Class 10. This comprehensive material is meticulously crafted based on the latest CBSE syllabus, aligning with NCERT textbooks and workbooks. It offers students a structured and reliable resource to enhance their understanding of various subjects. The emphasis on the most recent curriculum ensures that learners receive up-to-date content, fostering a robust foundation for academic success.

Creating Equitable Services for the Gifted: Protocols for Identification, Implementation, and Evaluation

Creating Equitable Services for the Gifted: Protocols for Identification, Implementation, and Evaluation PDF Author: Nyberg, Julia L.
Publisher: IGI Global
ISBN: 1799881555
Category : Education
Languages : en
Pages : 350

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Book Description
Given the importance of the development of intellectualism and the need to ensure equity and access to learning experiences, educators at all levels must be aware of research-based protocols to identify, serve, and evaluate programs for diverse gifted learners. It is essential to understand how gifted education can increase equity in identification practices for historically underrepresented groups, what the specific curricular opportunities are that must be provided to learners to develop gifted programs, and what the key considerations are to the design and implementation of authentic and equitable programs for gifted learners. Creating Equitable Services for the Gifted: Protocols for Identification, Implementation, and Evaluation curates cutting-edge protocols in the field of gifted education related to the areas of equitable identification, implementation of services, and programmatic assessment. These protocols seek to initiate discussion and critical discourse regarding diverse gifted learners among higher education faculty, state department personnel, district administrators, and classroom teachers. Covering topics such as digital differentiation, equitable assessment, and STEM education, this text is ideal for teacher education programs, preparation programs, university degree programs, university credential programs, certificate programs, faculty, graduate students, state departments of education, superintendents, coordinators, administrators, teachers, professors, academicians, and researchers.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

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