Planning for Learning through Games

Planning for Learning through Games PDF Author: Rachel Sparks Linfield
Publisher: Andrews UK Limited
ISBN: 1909101486
Category : Education
Languages : en
Pages : 55

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Book Description
Plan for six weeks of learning covering all six areas of learning and development of the EYFS through the topic of games. The Planning for Learning series is a series of topic books written around the Early Years Foundation Stage designed to make planning easy. This book takes you through six weeks of activities on the theme of games Each activity is linked to a specific Early Learning Goal, and the book contains a skills overview so that practitioners can keep track of which areas of learning and development they are promoting. This book also includes a photocopiable page to give to parents with ideas for them to get involved with their children's topic, as well as ideas for bringing the six weeks of learning together. The weekly themes in this book include: word games, board games, ball games and the most famous of them all, the Olympic Games. At the end of the sixth week there are ideas for creating your very own Olympic ceremony! Perfect for bringing the spirit of London 2012 alive with children in the early years.

Planning for Learning through Games

Planning for Learning through Games PDF Author: Rachel Sparks Linfield
Publisher: Andrews UK Limited
ISBN: 1909101486
Category : Education
Languages : en
Pages : 55

Get Book Here

Book Description
Plan for six weeks of learning covering all six areas of learning and development of the EYFS through the topic of games. The Planning for Learning series is a series of topic books written around the Early Years Foundation Stage designed to make planning easy. This book takes you through six weeks of activities on the theme of games Each activity is linked to a specific Early Learning Goal, and the book contains a skills overview so that practitioners can keep track of which areas of learning and development they are promoting. This book also includes a photocopiable page to give to parents with ideas for them to get involved with their children's topic, as well as ideas for bringing the six weeks of learning together. The weekly themes in this book include: word games, board games, ball games and the most famous of them all, the Olympic Games. At the end of the sixth week there are ideas for creating your very own Olympic ceremony! Perfect for bringing the spirit of London 2012 alive with children in the early years.

Planning for Learning through Games

Planning for Learning through Games PDF Author: Rachel Sparks Linfield
Publisher: Andrews UK Limited
ISBN: 1909101494
Category : Education
Languages : en
Pages : 26

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Book Description
Plan for six weeks of learning covering all six areas of learning and development of the EYFS through the topic of games. The Planning for Learning series is a series of topic books written around the Early Years Foundation Stage designed to make planning easy. This book takes you through six weeks of activities on the theme of games Each activity is linked to a specific Early Learning Goal, and the book contains a skills overview so that practitioners can keep track of which areas of learning and development they are promoting. This book also includes a photocopiable page to give to parents with ideas for them to get involved with their children's topic, as well as ideas for bringing the six weeks of learning together. The weekly themes in this book include: word games, board games, ball games and the most famous of them all, the Olympic Games. At the end of the sixth week there are ideas for creating your very own Olympic ceremony! Perfect for bringing the spirit of London 2012 alive with children in the early years.

The Knowledge Gap

The Knowledge Gap PDF Author: Natalie Wexler
Publisher: Penguin
ISBN: 0735213569
Category : Education
Languages : en
Pages : 354

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Book Description
The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

Learning by Playing

Learning by Playing PDF Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386

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Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

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.

Classroom Guidance Games

Classroom Guidance Games PDF Author: Shannon Trice Black
Publisher: Youthlight
ISBN: 9781598500028
Category : Education
Languages : en
Pages : 256

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Book Description
Focuses on bully prevention, social skills, anger management, study skills, emotions, respect, getting along, goal setting, responsibility, careers and self-esteem.

Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines PDF Author: Carmela Aprea
Publisher: Springer Nature
ISBN: 3030751422
Category : Education
Languages : en
Pages : 427

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Book Description
The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Games for Learning

Games for Learning PDF Author: Peggy Kaye
Publisher: Macmillan
ISBN: 9780374522865
Category : Education
Languages : en
Pages : 274

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Book Description
A guide of educational games for parents covering all areas of the school curriculum.

Teach Smarter

Teach Smarter PDF Author: Vanessa J. Levin
Publisher: John Wiley & Sons
ISBN: 111969888X
Category : Education
Languages : en
Pages : 192

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Book Description
Discover new, practical methods for teaching literacy skills in your early childhood classroom. Has teaching early literacy skills become a stumbling block to getting your preschool students kindergarten ready? Break out of the tired “letter of the week” routine and learn how to transform your lessons with fun and effective techniques. Teach Smarter: Literacy Strategies for Early Childhood Teachers will equip teachers to infuse every aspect of their teaching with exciting hands-on literacy teaching methods that engage students and help them build authentic connections with books, so that 100% of their students will have a strong literacy foundation and will be fully prepared for success in kindergarten and beyond. Respected author Vanessa Levin, veteran early childhood educator and author of the “Pre-K Pages” blog, breaks down the research and translates it into realistic, actionable steps you can take to improve your teaching. Features specific examples of teaching techniques and activities that engage students in hands-on, experiential learning during circle time, centers, and small groups. Offers a simple, four-step system for teaching literacy skills, based on the foundational principles of early literacy teaching Demonstrates how to build your confidence in your ability to get 100% of your students ready for kindergarten, long before the end of the school year Understand the problems with traditional literacy teaching and identify gaps in your current teaching practice with this valuable resource.

Good Video Games + Good Learning

Good Video Games + Good Learning PDF Author: James Paul Gee
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433123931
Category : Apprentissage cognitif
Languages : en
Pages : 0

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Book Description
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.