Teach Math with the Wii

Teach Math with the Wii PDF Author: Meghan Hearn
Publisher: ISTE
ISBN: 9781564843340
Category : Games in mathematics education
Languages : en
Pages : 0

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Book Description
Wii activities can be engaging, student-friendly data production tools that generate scores, times, and rankings for students to explore and discuss in the mathematics classroom. As students play the games, their teacher has an opportunity to guide them through rich dialogues, posing questions to elicit mathematical thinking.

Teach Math with the Wii

Teach Math with the Wii PDF Author: Meghan Hearn
Publisher: ISTE
ISBN: 9781564843340
Category : Games in mathematics education
Languages : en
Pages : 0

Get Book Here

Book Description
Wii activities can be engaging, student-friendly data production tools that generate scores, times, and rankings for students to explore and discuss in the mathematics classroom. As students play the games, their teacher has an opportunity to guide them through rich dialogues, posing questions to elicit mathematical thinking.

Game On

Game On PDF Author: Ryan L. Schaaf
Publisher: Solution Tree Press
ISBN: 1936763982
Category : Education
Languages : en
Pages : 160

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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

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies PDF Author: Baek, Youngkyun
Publisher: IGI Global
ISBN: 1466628499
Category : Education
Languages : en
Pages : 626

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Book Description
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Using Digital Games as Assessment and Instruction Tools

Using Digital Games as Assessment and Instruction Tools PDF Author: Ryan L, Schaaf
Publisher: Solution Tree Press
ISBN: 1936764520
Category : Education
Languages : en
Pages : 80

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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.

Crafting Culturally Efficacious Teacher Preparation and Pedagogies

Crafting Culturally Efficacious Teacher Preparation and Pedagogies PDF Author: Belinda Bustos Flores
Publisher: Lexington Books
ISBN: 1498545394
Category : Education
Languages : en
Pages : 181

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Book Description
Crafting Culturally Efficacious Pedagogies and Practices is based on cultural efficaciousness derived from the work of the nationally recognized Academy for Teacher Excellence at The University of Texas at San Antonio. The book is grounded in a research-based model, situated within the needs of the school-local community, and based on collaborative partnerships. Given the under-representation of ethnic/racial minority teachers, to accomplish social justice, all teachers must become culturally efficacious. In this book, authors provide an overview of the culturally efficacious evolution model used to anchor teacher preparation and present the culturally efficacious observation protocol as a tool to assess teachers’ development. The authors present four exemplar case studies of culturally efficacious teachers who have a strong identity, a positive teaching cultural efficacy, are critical reflective thinkers, and believe that they can make difference in minority students’ lives. As culturally efficacious teachers, these educators are also committed to social justice and equitable education. Cross-case findings reveal that the critical teacher development model serves as a culturally sustainable pedagogy that effectively prepares teachers in the field.

Child Development and the Use of Technology: Perspectives, Applications and Experiences

Child Development and the Use of Technology: Perspectives, Applications and Experiences PDF Author: Blake, Sally
Publisher: IGI Global
ISBN: 1613503180
Category : Education
Languages : en
Pages : 401

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Book Description
Children experience technology in both formal and informal settings as they grow and develop. Despite research indicating the benefits of technology in early childhood education, the gap between parents, teachers, and children continues to grow as our new generation of children enters early childhood classrooms. Child Development and the Use of Technology: Perspectives, Applications and Experiences addresses major issues regarding technology for young children, providing a holistic portrait of technology and early childhood education from the views of practitioners in early childhood education, instructional design technology, special education, and mathematics and science education. Consisting of fifteen chapters developed by multidisciplinary teams, this book includes information, advice, and resources from practitioners, professionals, and university faculty engaged in early childhood education and instructional design technology.

Student Usability in Educational Software and Games: Improving Experiences

Student Usability in Educational Software and Games: Improving Experiences PDF Author: Gonzalez, Carina
Publisher: IGI Global
ISBN: 1466619880
Category : Computers
Languages : en
Pages : 440

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Book Description
"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.

Assistive Technologies: Concepts, Methodologies, Tools, and Applications

Assistive Technologies: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466644230
Category : Computers
Languages : en
Pages : 1724

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Book Description
Individuals with disabilities often have difficulty accomplishing tasks, living independently, and utilizing information technologies; simple aspects of daily life taken for granted by non-disabled individuals. Assistive Technologies: Concepts, Methodologies, Tools, and Applications presents a comprehensive collection of research, developments, and knowledge on technologies that enable disabled individuals to function effectively and accomplish otherwise impossible tasks. These volumes serve as a crucial reference source for experts in fields as diverse as healthcare, information science, education, engineering, and human-computer interaction, with applications bridging multiple disciplines.

Learning to Play

Learning to Play PDF Author: Myint Swe Khine
Publisher: Peter Lang
ISBN: 9781433112355
Category : Computers
Languages : en
Pages : 234

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Book Description
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.

Building Mathematics Learning Communities

Building Mathematics Learning Communities PDF Author: Erica N. Walker
Publisher: Teachers College Press
ISBN: 080777104X
Category : Education
Languages : en
Pages : 169

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Book Description
“Opportunity to learn (OTL) factors interact and ultimately influence mathematics achievement. Many important OTL interactions take place in school settings. This volume provides insights into the role of peer interactions in the mathematics learning process. The analysis describes with a sense of purpose a topic that is typically overlooked in discussions of mathematics reform. The case study is an important contribution to the urban mathematics education literature.” —William F. Tate, Edward Mallinckrodt Distinguished University Professor in Arts & Sciences, Washington University in St. Louis Drawing on perceptions, behaviors, and experiences of students at an urban high school—both high and low achievers—this timely book demonstrates how urban youth can be meaningfully engaged in learning mathematics. The author presents a “potential” model rather than a “deficit” model, complete with teaching strategies and best practices for teaching mathematics in innovative and relevant ways. This resource offers practical insights for pre- and inservice teachers and administrators on facilitating positive interactions, engagement, and achievement in mathematics, particularly with Black and Latino/a students. It also examines societal perceptions of urban students and how these affect teaching and learning, policies, and mathematics outcomes. Based on extensive research in urban high schools, the author identifies three key principles that must be understood for teachers and students to build strong mathematics communities. They are: Urban students want to be a part of academically challenging environments. Teachers and administrators can inadvertently create obstacles that thwart the mathematics potential of students. Educators can build on existing student networks to create collaborative and non-hierarchical communities that support mathematics achievement. Erica N. Walker is Associate Professor of Mathematics Education at Teachers College, Columbia University.