Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond PDF Author: Karen Schrier
Publisher: Lulu.com
ISBN: 0359984010
Category : Education
Languages : en
Pages : 584

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Book Description
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond PDF Author: Karen Schrier
Publisher: Lulu.com
ISBN: 0359984010
Category : Education
Languages : en
Pages : 584

Get Book

Book Description
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000411737
Category : Education
Languages : en
Pages : 188

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Book Description
Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Immersive Learning

Immersive Learning PDF Author: Craig Frehlich
Publisher: Rowman & Littlefield Publishers
ISBN: 1475857950
Category : Education
Languages : en
Pages : 171

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Book Description
Most people want to reach their maximum potential; and the use of tools are no different. Some say power is influence. If this is true, then virtual reality has “superpowers” because of its ability to make the unreal viscerally real, engaging and immersive. Thanks to these powers VR can influence and affect education in ways that no technology tool has in the past. This book will help people understand the power and true potential of virtual reality (or VR). The prime directive of this book is to provide educators with a way of thinking about how to use virtual reality in education in order to reveal its true superpowers. And, to arm educators with several hands-on lessons to get them started on implementing VR as a tool to enhance learning outcomes. Ultimately, the book aims to have educators clearly understand VR’s role in transforming education, thus reaching its maximum potential.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000818942
Category : Computers
Languages : en
Pages : 299

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Book Description
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

We the Gamers

We the Gamers PDF Author: Karen Schrier
Publisher: Oxford University Press
ISBN: 0190926139
Category : Games & Activities
Languages : en
Pages : 224

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Book Description
Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education PDF Author: Tussey, Jill
Publisher: IGI Global
ISBN: 1799874664
Category : Education
Languages : en
Pages : 571

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Book Description
The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.

Playful Teaching, Learning Games

Playful Teaching, Learning Games PDF Author: Myint Swe Khine
Publisher: Brill / Sense
ISBN: 9789460914591
Category : Computer-assisted instruction
Languages : en
Pages : 133

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Book Description
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Unlocking the Potential of Puzzle-based Learning

Unlocking the Potential of Puzzle-based Learning PDF Author: Scott Nicholson
Publisher: SAGE
ISBN: 1529755328
Category : Education
Languages : en
Pages : 194

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Book Description
Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives. Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools. Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.

Learning, Education and Games

Learning, Education and Games PDF Author: Et Al.
Publisher: Lulu.com
ISBN: 9781312542853
Category : Education
Languages : en
Pages : 0

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Book Description
volume one. Curricular and design considerations

50 Quick and Brilliant Teaching Games

50 Quick and Brilliant Teaching Games PDF Author: Mike Gershon
Publisher: CreateSpace
ISBN: 9781508534877
Category : Education
Languages : en
Pages : 64

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Book Description
50 Quick and Brilliant Teaching Games is a superb collection of engaging and motivational teaching games any teacher can use in their classroom to raise achievement, teach fantastic lessons and energise their students. The book is written by bestselling author and trainer Mike Gershon. Drawing on his knowledge and experience of great classroom practice, Mike presents fifty bite-sized entries, each detailing a different fantastic teaching game. All the games can be picked up and used straight away, helping you to develop and improve your teaching quickly and effectively. Every game is presented in a simple, easy-to-apply format. Each one is appropriate for use across the curriculum and with different age groups. All the games will help you to become an even better teacher, raising achievement and engaging your students on a daily basis. The 'Quick 50' series meets the needs of the modern teacher, giving them the resources they require to be superb at what they do.