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.

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

Get Book Here

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.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games PDF Author: Correia, Anacleto
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459

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Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

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.

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"--

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.

A Practical Guide to Career Learning and Development

A Practical Guide to Career Learning and Development PDF Author: Barbara Bassot
Publisher: Routledge
ISBN: 1317914155
Category : Education
Languages : en
Pages : 145

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Book Description
A Practical Guide to Career Learning and Development is an essential guide for all those involved in careers education, either with sole responsibility or as part of a team. With a focus on career happiness, resilience and growth, this exciting book offers effective pedagogical strategies, techniques and activities to make career learning and development accessible and enjoyable, contributing to positive outcomes for all young people in the 11-19 phase of their education. With a wealth of support material such as teaching ideas, lesson plans, case studies and an illustrative student commentary, key topics covered include: Career Learning and Development needs of young people Career Learning and Development in the curriculum Practical activities for 11-14, 14-16 and 16-19 year olds Creating a positive environment for learning Teaching approaches Leadership and management Facilitating professional learning. A Practical Guide to Career Learning and Development is an invaluable resource for careers advisers and staff in schools with responsibility for leading and providing careers education as well as work-related learning, PSHE, citizenship, and pastoral programmes. It enables and supports all practitioners as they develop careers provision that better prepares young people for their future well-being and an ever-changing and unpredictable world of work.

Resources in Education

Resources in Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 324

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Book Description


Transforming our World Through Design, Diversity and Education

Transforming our World Through Design, Diversity and Education PDF Author: G. Craddock
Publisher: IOS Press
ISBN: 1614999236
Category : Medical
Languages : en
Pages : 906

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Book Description
Good design is enabling, and each and every one of us is a designer. Universal Design is widely recognized an important concept that should be incorporated in all person-centred policies. The United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) clearly stipulates that the most effective way of delivering on the promise of an inclusive society is through a Universal Design approach. Sitting at the intersection of the fields of Higher Education and Universal Design, this book presents papers delivered at the Universal Design and Higher Education in Transformation Congress (UDHEIT2018), held in Dublin, Ireland, from 30 October to 2 November 2018. This event brings together key experts from industry, education, and government and non-government organization sectors to share experiences and knowledge with all participants. The 86 papers included here are grouped under 17 headings, or themes, ranging from education and digital learning through healthcare to engagement with industry and urban design. Celebrating and integrating all that is good in design, diversity and education, this book will be a valuable resource for all those interested in the inspiring and empowering developments in both Universal Design and higher education.

Instruction in Libraries and Information Centers

Instruction in Libraries and Information Centers PDF Author: Laura Saunders
Publisher:
ISBN: 9781946011091
Category : Academic libraries
Languages : en
Pages : 389

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Book Description
"This open access textbook offers a comprehensive introduction to instruction in all types of library and information settings. Designed for students in library instruction courses, the text is also a resource for new and experienced professionals seeking best practices and selected resources to support their instructional practice. Organized around the backward design approach and written by LIS faculty members with expertise in teaching and learning, this book offers clear guidance on writing learning outcomes, designing assessments, and choosing and implementing instructional strategies, framed by clear and accessible explanations of learning theories. The text takes a critical approach to pedagogy and emphasizes inclusive and accessible instruction. Using a theory into practice approach that will move students from learning to praxis, each chapter includes practical examples, activities, and templates to aid readers in developing their own practice and materials."--Publisher's description.