Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375145
Category : Education
Languages : en
Pages : 161
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Making School a Game Worth Playing
Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375145
Category : Education
Languages : en
Pages : 161
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Publisher: Corwin Press
ISBN: 1483375145
Category : Education
Languages : en
Pages : 161
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Making School a Game Worth Playing
Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375137
Category : Education
Languages : en
Pages : 221
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Publisher: Corwin Press
ISBN: 1483375137
Category : Education
Languages : en
Pages : 221
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Making Learning Whole
Author: David Perkins
Publisher: John Wiley & Sons
ISBN: 0470633719
Category : Education
Languages : en
Pages : 279
Book Description
New in Paperback! Make learning more meaningful by teaching the "whole game" David Perkins, a noted authority on teaching and learning and co-director of Harvard's Project Zero, introduces a practical and research-based framework for teaching. He describes how teaching any subject at any level can be made more effective if students are introduced to the "whole game," rather than isolated pieces of a discipline. Perkins explains how learning academic subjects should be approached like learning baseball or any game, and he demonstrates this with seven principles for making learning whole: from making the game worth playing (emphasizing the importance of motivation to sustained learning), to working on the hard parts (the importance of thoughtful practice), to learning how to learn (developing self-managed learners). Vividly explains how to organize learning in ways that allow people to do important things with what they know Offers guidelines for transforming education to prepare our youth for success in a rapidly changing world Filled with real-world, illustrative examples of the seven principles At the end of each chapter, Perkins includes "Wonders of Learning," a summary of the key ideas.
Publisher: John Wiley & Sons
ISBN: 0470633719
Category : Education
Languages : en
Pages : 279
Book Description
New in Paperback! Make learning more meaningful by teaching the "whole game" David Perkins, a noted authority on teaching and learning and co-director of Harvard's Project Zero, introduces a practical and research-based framework for teaching. He describes how teaching any subject at any level can be made more effective if students are introduced to the "whole game," rather than isolated pieces of a discipline. Perkins explains how learning academic subjects should be approached like learning baseball or any game, and he demonstrates this with seven principles for making learning whole: from making the game worth playing (emphasizing the importance of motivation to sustained learning), to working on the hard parts (the importance of thoughtful practice), to learning how to learn (developing self-managed learners). Vividly explains how to organize learning in ways that allow people to do important things with what they know Offers guidelines for transforming education to prepare our youth for success in a rapidly changing world Filled with real-world, illustrative examples of the seven principles At the end of each chapter, Perkins includes "Wonders of Learning," a summary of the key ideas.
Game On
Author: Ryan L. Schaaf
Publisher: Solution Tree Press
ISBN: 1936763982
Category : Education
Languages : en
Pages : 160
Book Description
Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources
Publisher: Solution Tree Press
ISBN: 1936763982
Category : Education
Languages : en
Pages : 160
Book Description
Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources
Thinking Skills for the Digital Generation
Author: Balu H. Athreya
Publisher: Springer
ISBN: 3319123645
Category : Education
Languages : en
Pages : 186
Book Description
This important text synthesizes the state of knowledge related to thinking and technology and provides strategies for helping young people cultivate thinking skills required to navigate the new digital landscape. The rise of technology has resulted in new ways of searching and communicating information among youth, often creating information “overload”. We do not know how the new technologies will affect the ways young people learn and think. There are plenty of warnings about the dangers of information technology, but there is also enormous potential for technology to aid human thinking, which this book explores from an open-minded perspective. Coverage Includes: - An up to date review of the literature on thinking skills in general, and in relation to technology.- Practical guidelines for thinking with technology.- A scholarly review of the characteristics of the digital generation.- A discussion of the various steps involved in the thinking process.- A historical context of the Information Age and the transition from oral history, to printing press, to the Internet. Thinking Skills for the Digital Generation: The Development of Thinking and Learning in the Age of Information is an invaluable reference for educators and research professionals particularly interested in educational technology, and improving thinking and problem-solving skills.
Publisher: Springer
ISBN: 3319123645
Category : Education
Languages : en
Pages : 186
Book Description
This important text synthesizes the state of knowledge related to thinking and technology and provides strategies for helping young people cultivate thinking skills required to navigate the new digital landscape. The rise of technology has resulted in new ways of searching and communicating information among youth, often creating information “overload”. We do not know how the new technologies will affect the ways young people learn and think. There are plenty of warnings about the dangers of information technology, but there is also enormous potential for technology to aid human thinking, which this book explores from an open-minded perspective. Coverage Includes: - An up to date review of the literature on thinking skills in general, and in relation to technology.- Practical guidelines for thinking with technology.- A scholarly review of the characteristics of the digital generation.- A discussion of the various steps involved in the thinking process.- A historical context of the Information Age and the transition from oral history, to printing press, to the Internet. Thinking Skills for the Digital Generation: The Development of Thinking and Learning in the Age of Information is an invaluable reference for educators and research professionals particularly interested in educational technology, and improving thinking and problem-solving skills.
Using Digital Games as Assessment and Instruction Tools
Author: Ryan L, Schaaf
Publisher: Solution Tree Press
ISBN: 1936764520
Category : Education
Languages : en
Pages : 80
Book Description
Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.
Publisher: Solution Tree Press
ISBN: 1936764520
Category : Education
Languages : en
Pages : 80
Book Description
Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.
Games Worth Playing for School
Author: Donald MacCuaig
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 132
Book Description
Publisher:
ISBN:
Category : Games
Languages : en
Pages : 132
Book Description
Literacy Is Still Not Enough
Author: Nicky Mohan
Publisher: Corwin Press
ISBN: 1544381298
Category : Education
Languages : en
Pages : 248
Book Description
Modern fluencies provide a platform for authentic teaching, learning, and assessment While reading, writing, and arithmetic remain important, they are no longer enough. For learners to thrive, they must move beyond traditional literacies to modern fluencies—the unconscious mental processes that are learned, adapted, and applied in the context of real-world problems and challenges. In this book, the authors unpack the fluencies (solution, information, creativity, communication, collaboration, and global citizenship) to reflect the relentless social, cultural, and economic shifts of modern times. Practical resources are presented alongside: Authentic Unit Plan Exemplars for each fluency Assessment rubric examples Discussion questions Learners today must master an entirely different set of essential skills and knowledge needed to succeed than previous generations. This book provides a practical framework for integrating new fluencies into traditional curriculum.
Publisher: Corwin Press
ISBN: 1544381298
Category : Education
Languages : en
Pages : 248
Book Description
Modern fluencies provide a platform for authentic teaching, learning, and assessment While reading, writing, and arithmetic remain important, they are no longer enough. For learners to thrive, they must move beyond traditional literacies to modern fluencies—the unconscious mental processes that are learned, adapted, and applied in the context of real-world problems and challenges. In this book, the authors unpack the fluencies (solution, information, creativity, communication, collaboration, and global citizenship) to reflect the relentless social, cultural, and economic shifts of modern times. Practical resources are presented alongside: Authentic Unit Plan Exemplars for each fluency Assessment rubric examples Discussion questions Learners today must master an entirely different set of essential skills and knowledge needed to succeed than previous generations. This book provides a practical framework for integrating new fluencies into traditional curriculum.
A Brief History of the Future of Education
Author: Ian Jukes
Publisher: Corwin Press
ISBN: 1544355041
Category : Education
Languages : en
Pages : 290
Book Description
The Future Tense of Teaching in the Digital Age The digital environment has radically changed how and what students need and want to learn, but have we radically changed how we deliver education? Are educators shifting and adapting or stuck in the traditional That’s the Way We’ve Always Done It world? In this book, educators will be challenged to take action and adapt to a split-screen classroom--thinking and acting to accommodate today’s learners versus allowing traditional practices by default. Written with a touch of humor and a choose-your-own-adventure approach, the authors built chapters to be skimmed, scoured or searched for interesting, relevant or required material. Readers will be able to jump in where it serves them best. Consider predictions about what learning will look like in the future. Understand and learn to leverage nine core learning attributes of digital generations. Discover ten critical roles educators can embrace to remain relevant in the digital age. Keep things simple, concentrate on how learners learn, and change your approach from present to future tense.
Publisher: Corwin Press
ISBN: 1544355041
Category : Education
Languages : en
Pages : 290
Book Description
The Future Tense of Teaching in the Digital Age The digital environment has radically changed how and what students need and want to learn, but have we radically changed how we deliver education? Are educators shifting and adapting or stuck in the traditional That’s the Way We’ve Always Done It world? In this book, educators will be challenged to take action and adapt to a split-screen classroom--thinking and acting to accommodate today’s learners versus allowing traditional practices by default. Written with a touch of humor and a choose-your-own-adventure approach, the authors built chapters to be skimmed, scoured or searched for interesting, relevant or required material. Readers will be able to jump in where it serves them best. Consider predictions about what learning will look like in the future. Understand and learn to leverage nine core learning attributes of digital generations. Discover ten critical roles educators can embrace to remain relevant in the digital age. Keep things simple, concentrate on how learners learn, and change your approach from present to future tense.
Learner Choice, Learner Voice
Author: Ryan L Schaaf
Publisher: Taylor & Francis
ISBN: 1000591492
Category : Education
Languages : en
Pages : 291
Book Description
Learner Choice, Learner Voice offers fresh, forward-thinking supports for teachers creating an empowered, student-centered classroom. Learner agency is a major topic in today’s schools, but what does it mean in practice, and how do these practices give students skills and opportunities they will need to thrive as citizens, parents, and workers in our ever-shifting climate? Showcasing authentic activities and classrooms, this book is full of diverse instructional experiences that will motivate your students to take an agile, adaptable role in their own learning. This wealth of pedagogical ideas – from specific to open-ended, low-tech to digital, self-expressive to collaborative, creative to critical – will help you discover the transformative effects of providing students with ownership, agency, and choice in their learning journeys.
Publisher: Taylor & Francis
ISBN: 1000591492
Category : Education
Languages : en
Pages : 291
Book Description
Learner Choice, Learner Voice offers fresh, forward-thinking supports for teachers creating an empowered, student-centered classroom. Learner agency is a major topic in today’s schools, but what does it mean in practice, and how do these practices give students skills and opportunities they will need to thrive as citizens, parents, and workers in our ever-shifting climate? Showcasing authentic activities and classrooms, this book is full of diverse instructional experiences that will motivate your students to take an agile, adaptable role in their own learning. This wealth of pedagogical ideas – from specific to open-ended, low-tech to digital, self-expressive to collaborative, creative to critical – will help you discover the transformative effects of providing students with ownership, agency, and choice in their learning journeys.