Teach Math with the Wii

Teach Math with the Wii
Author: Meghan Hearn
Publisher: ISTE
Total Pages: 0
Release: 2013
Genre: Games in mathematics education
ISBN: 9781564843340

Wii activities can be engaging, student-friendly data production tools that generate scores, times, and rankings for students to explore and discuss in the mathematics classroom. As students play the games, their teacher has an opportunity to guide them through rich dialogues, posing questions to elicit mathematical thinking.

Game On

Game On
Author: Ryan L. Schaaf
Publisher: Solution Tree Press
Total Pages: 160
Release: 2016-10-25
Genre: Education
ISBN: 1936763982

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Author: Baek, Youngkyun
Publisher: IGI Global
Total Pages: 626
Release: 2013-01-31
Genre: Education
ISBN: 1466628499

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Crafting Culturally Efficacious Teacher Preparation and Pedagogies

Crafting Culturally Efficacious Teacher Preparation and Pedagogies
Author: Belinda Bustos Flores
Publisher: Lexington Books
Total Pages: 181
Release: 2018-03-07
Genre: Education
ISBN: 1498545394

Crafting Culturally Efficacious Pedagogies and Practices is based on cultural efficaciousness derived from the work of the nationally recognized Academy for Teacher Excellence at The University of Texas at San Antonio. The book is grounded in a research-based model, situated within the needs of the school-local community, and based on collaborative partnerships. Given the under-representation of ethnic/racial minority teachers, to accomplish social justice, all teachers must become culturally efficacious. In this book, authors provide an overview of the culturally efficacious evolution model used to anchor teacher preparation and present the culturally efficacious observation protocol as a tool to assess teachers’ development. The authors present four exemplar case studies of culturally efficacious teachers who have a strong identity, a positive teaching cultural efficacy, are critical reflective thinkers, and believe that they can make difference in minority students’ lives. As culturally efficacious teachers, these educators are also committed to social justice and equitable education. Cross-case findings reveal that the critical teacher development model serves as a culturally sustainable pedagogy that effectively prepares teachers in the field.

Using Digital Games as Assessment and Instruction Tools

Using Digital Games as Assessment and Instruction Tools
Author: Ryan L, Schaaf
Publisher: Solution Tree Press
Total Pages: 80
Release: 2015-05-11
Genre: Education
ISBN: 1936764520

Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.

Child Development and the Use of Technology: Perspectives, Applications and Experiences

Child Development and the Use of Technology: Perspectives, Applications and Experiences
Author: Blake, Sally
Publisher: IGI Global
Total Pages: 401
Release: 2011-11-30
Genre: Education
ISBN: 1613503180

Children experience technology in both formal and informal settings as they grow and develop. Despite research indicating the benefits of technology in early childhood education, the gap between parents, teachers, and children continues to grow as our new generation of children enters early childhood classrooms. Child Development and the Use of Technology: Perspectives, Applications and Experiences addresses major issues regarding technology for young children, providing a holistic portrait of technology and early childhood education from the views of practitioners in early childhood education, instructional design technology, special education, and mathematics and science education. Consisting of fifteen chapters developed by multidisciplinary teams, this book includes information, advice, and resources from practitioners, professionals, and university faculty engaged in early childhood education and instructional design technology.

Assistive Technologies: Concepts, Methodologies, Tools, and Applications

Assistive Technologies: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1724
Release: 2013-08-31
Genre: Computers
ISBN: 1466644230

Individuals with disabilities often have difficulty accomplishing tasks, living independently, and utilizing information technologies; simple aspects of daily life taken for granted by non-disabled individuals. Assistive Technologies: Concepts, Methodologies, Tools, and Applications presents a comprehensive collection of research, developments, and knowledge on technologies that enable disabled individuals to function effectively and accomplish otherwise impossible tasks. These volumes serve as a crucial reference source for experts in fields as diverse as healthcare, information science, education, engineering, and human-computer interaction, with applications bridging multiple disciplines.

BiblioTech

BiblioTech
Author: John Palfrey
Publisher: Basic Books
Total Pages: 290
Release: 2015-05-05
Genre: Language Arts & Disciplines
ISBN: 0465040608

Libraries today are more important than ever. More than just book repositories, libraries can become bulwarks against some of the most crucial challenges of our age: unequal access to education, jobs, and information. In BiblioTech, educator and technology expert John Palfrey argues that anyone seeking to participate in the 21st century needs to understand how to find and use the vast stores of information available online. And libraries, which play a crucial role in making these skills and information available, are at risk. In order to survive our rapidly modernizing world and dwindling government funding, libraries must make the transition to a digital future as soon as possible -- by digitizing print material and ensuring that born-digital material is publicly available online. Not all of these changes will be easy for libraries to implement. But as Palfrey boldly argues, these modifications are vital if we hope to save libraries and, through them, the American democratic ideal.