Author: Myram Forney Tunnicliff
Publisher: Bloomsbury Publishing USA
ISBN: 0313022852
Category : Language Arts & Disciplines
Languages : en
Pages : 124
Book Description
This simple new approach to teaching information skills takes students beyond mere fact-finding to designing and recording search strategies. Structured as a game-with search maps, award badges, and search strategy suggestions-the activities help students acquire and sharpen reference, information retrieval, and problem-solving skills on a daily basis. As they explore print materials and audiovisual, computer, and human sources, they also build their background knowledge in a variety of subjects. Credit is given for process (search strategy) as well as for product (fact-finding). With these activities, school librarians and teachers collaborate as a teaching team to meet goals for improved reference skills. Adaptable to any size and format of library, media center, or classroom, the game has been successfully used at middle and high school levels in both libraries and classrooms. A classified subject index, bibliography of sources, and alphabetical index ease the process of curriculum integration.
The Reference Information Skills Game
Author: Myram Forney Tunnicliff
Publisher: Bloomsbury Publishing USA
ISBN: 0313022852
Category : Language Arts & Disciplines
Languages : en
Pages : 124
Book Description
This simple new approach to teaching information skills takes students beyond mere fact-finding to designing and recording search strategies. Structured as a game-with search maps, award badges, and search strategy suggestions-the activities help students acquire and sharpen reference, information retrieval, and problem-solving skills on a daily basis. As they explore print materials and audiovisual, computer, and human sources, they also build their background knowledge in a variety of subjects. Credit is given for process (search strategy) as well as for product (fact-finding). With these activities, school librarians and teachers collaborate as a teaching team to meet goals for improved reference skills. Adaptable to any size and format of library, media center, or classroom, the game has been successfully used at middle and high school levels in both libraries and classrooms. A classified subject index, bibliography of sources, and alphabetical index ease the process of curriculum integration.
Publisher: Bloomsbury Publishing USA
ISBN: 0313022852
Category : Language Arts & Disciplines
Languages : en
Pages : 124
Book Description
This simple new approach to teaching information skills takes students beyond mere fact-finding to designing and recording search strategies. Structured as a game-with search maps, award badges, and search strategy suggestions-the activities help students acquire and sharpen reference, information retrieval, and problem-solving skills on a daily basis. As they explore print materials and audiovisual, computer, and human sources, they also build their background knowledge in a variety of subjects. Credit is given for process (search strategy) as well as for product (fact-finding). With these activities, school librarians and teachers collaborate as a teaching team to meet goals for improved reference skills. Adaptable to any size and format of library, media center, or classroom, the game has been successfully used at middle and high school levels in both libraries and classrooms. A classified subject index, bibliography of sources, and alphabetical index ease the process of curriculum integration.
Graduate Skills and Game-Based Learning
Author: Matthew Barr
Publisher: Springer Nature
ISBN: 3030277860
Category : Education
Languages : en
Pages : 238
Book Description
This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Publisher: Springer Nature
ISBN: 3030277860
Category : Education
Languages : en
Pages : 238
Book Description
This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
Learn-to-Read Treasure Hunts
Author: Steve Cohen
Publisher: Workman Publishing
ISBN: 9780761103301
Category : Reading
Languages : en
Pages : 0
Book Description
From the author of "Games for Reading" comes the perfect learning aid for beginning readers and their parents. This book features 50 treasure hunt games plus two sheets of two-color, die-cut reward stickers bound into the book.
Publisher: Workman Publishing
ISBN: 9780761103301
Category : Reading
Languages : en
Pages : 0
Book Description
From the author of "Games for Reading" comes the perfect learning aid for beginning readers and their parents. This book features 50 treasure hunt games plus two sheets of two-color, die-cut reward stickers bound into the book.
Handbook of Game-Based Learning
Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262043386
Category : Education
Languages : en
Pages : 601
Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Publisher: MIT Press
ISBN: 0262043386
Category : Education
Languages : en
Pages : 601
Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Learning Discussion Skills Through Games
Author: Gene Stanford
Publisher: Scholastic
ISBN:
Category : Education
Languages : en
Pages : 90
Book Description
Summary: Games to develop discussion skills, especially those required for handling open-ended questions and solving problems as well as remedial activities to use when a group becomes aggressive, inhibited, argues without definitions or encounters other difficulties.
Publisher: Scholastic
ISBN:
Category : Education
Languages : en
Pages : 90
Book Description
Summary: Games to develop discussion skills, especially those required for handling open-ended questions and solving problems as well as remedial activities to use when a group becomes aggressive, inhibited, argues without definitions or encounters other difficulties.
International Games
Author: Gayle L. Horowitz
Publisher: Human Kinetics
ISBN: 9780736073943
Category : Education
Languages : en
Pages : 132
Book Description
"Through International Games: Building Skills Through Multicultural Play, you can build motor skills and open kids' eyes to the cultures and traditions of other countries at the same time. This book features 67 games from 38 countries. The games can be used in a physical education curriculum or as part of an interdisciplinary unit."--BOOK JACKET.
Publisher: Human Kinetics
ISBN: 9780736073943
Category : Education
Languages : en
Pages : 132
Book Description
"Through International Games: Building Skills Through Multicultural Play, you can build motor skills and open kids' eyes to the cultures and traditions of other countries at the same time. This book features 67 games from 38 countries. The games can be used in a physical education curriculum or as part of an interdisciplinary unit."--BOOK JACKET.
Reading for Our Lives
Author: Maya Payne Smart
Publisher: Penguin
ISBN: 0593332180
Category : Education
Languages : en
Pages : 241
Book Description
An award-winning journalist and literacy advocate provides a clear, step-by-step guide to helping your child thrive as a reader and a learner. When her child went off to school, Maya Smart was shocked to discover that a good education in America is a long shot, in ways that few parents fully appreciate. Our current approach to literacy offers too little, too late, and attempting to play catch-up when our kids get to kindergarten can no longer be our default strategy. We have to start at the top. The brain architecture for reading develops rapidly during infancy, and early language experiences are critical to building it. That means parents’ work as children’s first teachers begins from day one too—and we need deeper knowledge to play our positions. Reading for Our Lives challenges the bath-book-bed mantra and the idea that reading aloud to our kids is enough to ensure school readiness. Instead, it gives parents easy, immediate, and accessible ways to nurture language and literacy development from the start. Through personal stories, historical accounts, scholarly research, and practical tips, this book presents the life-and-death urgency of literacy, investigates inequity in reading achievement, and illuminates a path to a true, transformative education for all.
Publisher: Penguin
ISBN: 0593332180
Category : Education
Languages : en
Pages : 241
Book Description
An award-winning journalist and literacy advocate provides a clear, step-by-step guide to helping your child thrive as a reader and a learner. When her child went off to school, Maya Smart was shocked to discover that a good education in America is a long shot, in ways that few parents fully appreciate. Our current approach to literacy offers too little, too late, and attempting to play catch-up when our kids get to kindergarten can no longer be our default strategy. We have to start at the top. The brain architecture for reading develops rapidly during infancy, and early language experiences are critical to building it. That means parents’ work as children’s first teachers begins from day one too—and we need deeper knowledge to play our positions. Reading for Our Lives challenges the bath-book-bed mantra and the idea that reading aloud to our kids is enough to ensure school readiness. Instead, it gives parents easy, immediate, and accessible ways to nurture language and literacy development from the start. Through personal stories, historical accounts, scholarly research, and practical tips, this book presents the life-and-death urgency of literacy, investigates inequity in reading achievement, and illuminates a path to a true, transformative education for all.
Information Skills
Author: Jonathan Grix
Publisher: Bloomsbury Publishing
ISBN: 1137013729
Category : Study Aids
Languages : en
Pages : 176
Book Description
Skills for finding information are essential for academic study and beyond. This illustrated guide provides practical advice on how to source and use the right resources. It includes guidance on how to carry out a literature review as well as the skills needed for finding and evaluating information.
Publisher: Bloomsbury Publishing
ISBN: 1137013729
Category : Study Aids
Languages : en
Pages : 176
Book Description
Skills for finding information are essential for academic study and beyond. This illustrated guide provides practical advice on how to source and use the right resources. It includes guidance on how to carry out a literature review as well as the skills needed for finding and evaluating information.
Gaming SEL
Author: Matthew Farber
Publisher: Peter Lang Us
ISBN: 9781433185953
Category : Affective education
Languages : en
Pages : 204
Book Description
In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.
Publisher: Peter Lang Us
ISBN: 9781433185953
Category : Affective education
Languages : en
Pages : 204
Book Description
In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.