The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Joe Bisz
Publisher: Technology, Education--Connect
ISBN: 9780807767733
Category : Education
Languages : en
Pages : 0

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Book Description
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Joe Bisz
Publisher: Technology, Education--Connect
ISBN: 9780807767733
Category : Education
Languages : en
Pages : 0

Get Book

Book Description
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Alex Gom
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
How does computer education work? improving job performance by acquiring computer operating abilities and fundamental knowledge. The goal of computer education is to cover all of its subfields of study in various fields and sectors. The most effective tool that children can use to acquire new skills and abilities in education is a computer and access to the internet. PC assumes a critical part in every n each field of life. They assist us in numerous ways.

The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Joe Bisz
Publisher: Teachers College Press
ISBN: 0807767727
Category : Education
Languages : en
Pages : 289

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Book Description
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

How the Arts Can Save Education

How the Arts Can Save Education PDF Author: Erica Rosenfeld Halverson
Publisher: Teachers College Press
ISBN: 0807765724
Category : Education
Languages : en
Pages : 169

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Book Description
"A comprehensive look at how the arts (broadly conceived) can improve teaching, learning, and curriculum for all students, written in accessible language for non-academics and non-experts. It contains many evocative examples to illustrate the power of the arts to change education"--

Activities, Games, and Lessons for Social Learning

Activities, Games, and Lessons for Social Learning PDF Author: Stern Center for Language and Learning,
Publisher: Corwin
ISBN: 154436248X
Category : Education
Languages : en
Pages : 169

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Book Description
In these games, the prize is success in school—and life. When students improve their skills of self-regulation, social communication, and perspective-taking they become better prepared to challenge themselves academically, take on tough tasks, and collaborate with teachers and classmates to achieve real, lasting school success. The design of each game keeps kids engaged and motivated, while educators benefit from clear, thorough explanations that unpack the complexities of social learning. Other behind-the-scenes features include: Evidence-based, teacher-tested lessons Anecdotes and real-world examples Links to relevant research Expansion ideas for applying learned skills to broader situations Templates and reproducibles for easy implementation

Using Technology Wisely

Using Technology Wisely PDF Author: Harold Wenglinsky
Publisher: Teachers College Press
ISBN: 9780807745830
Category : Education
Languages : en
Pages : 112

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Book Description
Provides information on the effect of technology on student academic performance in mathematics, science, and reading.

What's Worth Teaching?

What's Worth Teaching? PDF Author: Allan Collins
Publisher: Teachers College Press
ISBN: 0807758655
Category : Education
Languages : en
Pages : 161

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Book Description
Renowned cognitive scientist Allan Collins proposes a school curriculum that will fit the needs of our modern era. Examining how advances in technology, communication, and the dissemination of information are reshaping the world, Collins offers guidelines to help schools foster flexible, self-directed learners who will succeed in the global workplace.

Teaching with Classroom Response Systems

Teaching with Classroom Response Systems PDF Author: Derek Bruff
Publisher: John Wiley & Sons
ISBN: 0470596619
Category : Education
Languages : en
Pages : 240

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Book Description
There is a need in the higher education arena for a book that responds to the need for using technology in a classroom of tech-savvy students. This book is filled with illustrative examples of questions and teaching activities that use classroom response systems from a variety of disciplines (with a discipline index). The book also incorporates results from research on the effectiveness of the technology for teaching. Written for instructional designers and re-designers as well as faculty across disciplines. A must-read for anyone interested in interactive teaching and the use of clickers. This book draws on the experiences of countless instructors across a wide range of disciplines to provide both novice and experienced teachers with practical advice on how to make classes more fun and more effective.”--Eric Mazur, Balkanski Professor of Physics and Applied Physics, Harvard University, and author, Peer Instruction: A User’s Manual “Those who come to this book needing practical advice on using ‘clickers’ in the classroom will be richly rewarded: with case studies, a refreshing historical perspective, and much pedagogical ingenuity. Those who seek a deep, thoughtful examination of strategies for active learning will find that here as well—in abundance. Dr. Bruff achieves a marvelous synthesis of the pragmatic and the philosophical that will be useful far beyond the life span of any single technology.” --Gardner Campbell, Director, Academy for Teaching and Learning, and Associate Professor of Literature, Media, and Learning, Honors College, Baylor University

The Multiplayer Classroom

The Multiplayer Classroom PDF Author: Lee Sheldon
Publisher: CRC Press
ISBN: 1000039129
Category : Computers
Languages : en
Pages : 419

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Book Description
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.

A College for All Californians

A College for All Californians PDF Author: George R. Boggs
Publisher: Teachers College Press
ISBN: 0807779873
Category : Education
Languages : en
Pages : 273

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Book Description
This is the first comprehensive and contemporary history of the largest and most diverse public system of higher education in the United States. Serving over 2 million students annually—approximately one-quarter of the nation's community college undergraduates—California’s 116 community colleges play an indispensable role in career and transfer education in North America and have maintained an outsized influence on the evolution of postsecondary education nationally. A College for All Californians chronicles the sector's emergence from K–12 institutions, its evolving mission and growth following World War II and the G.I. Bill For Education, the expansion of its ever-broadening mission, and its essential role in the 1960 Master Plan for Higher Education. Chapters cover California’s junior and community colleges’ development, mission, governance, faculty, finances, athletics, student support services, and more. It also examines the successes and ongoing political, financial, and educational challenges confronting this uniquely American educational experiment. Book Features: Encapsulates the evolution and contemporary status of our nation’s largest and most diverse undergraduate education system.Examines how the colleges were influenced by the political, economic, and social issues of the day.Includes new historical information affecting postsecondary education in California.Analyzes some of the most important current and emerging issues that will continue to influence California’s community colleges. Contributors: Carlos O. Turner Cortez, Michelle Fischthal, Jonathan Lightman, Jessica Luedtke, David W. Morse, Joe Newmyer, Mark Robinson, Leslie M. Salas.