Cooperative Games In Education
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Author | : Terry Orlick |
Publisher | : Human Kinetics |
Total Pages | : 180 |
Release | : 2006 |
Genre | : Education |
ISBN | : 9780736057974 |
Who needs cooperative games? -- Games for children ages 3 through 7 -- Games for children ages 8 through 12 -- Games for preschoolers -- Remaking adult games -- Cooperative games from other cultures -- Creating your own games and evaluating your success -- A new beginning : turning ideas into positive action.
Author | : Satya R. Chakravarty |
Publisher | : Cambridge University Press |
Total Pages | : 277 |
Release | : 2015-02-09 |
Genre | : Business & Economics |
ISBN | : 1107058791 |
"Deals with real life situations where objectives of the participants are partially cooperative and partially conflicting"--
Author | : Josette Luvmour |
Publisher | : New Society Publishers |
Total Pages | : 129 |
Release | : 2009-03-01 |
Genre | : Family & Relationships |
ISBN | : 1550923803 |
A new edition of this best-selling games book for kids of all ages.
Author | : Carson Dellosa Education |
Publisher | : Carson-Dellosa Publishing |
Total Pages | : 64 |
Release | : 2020-01-02 |
Genre | : Education |
ISBN | : 1483859479 |
SPECIAL NEEDS/GRADES PK–2: Teach important social skills related to cooperative play and learning with a hands-on, reproducible resource designed for children with special needs. FEATURES: These thirteen 64-page reproducible mini-books for students feature simple illustrations that encourage students to assemble, color, read, and personalize their own books. Highlighting essential topics such as: Playing Fair, Taking Turns, Sharing My Things, and more, these mini-books also include completion certificates and blank mini-book pages. HANDS-ON WITH SOCIAL SKILLS: Using an interactive approach to teaching social skills helps with real-world situations application, engages students’ senses, and helps them connect with their own feelings. WHY KEY EDUCATION PRODUCTS: This line’s products support all types of learners and address essential topics like social skills, behavior management, and life skills—helping teachers meet the diverse needs of all students.
Author | : Alfie Kohn |
Publisher | : Da Capo Lifelong Books |
Total Pages | : 268 |
Release | : 2007-04-03 |
Genre | : Education |
ISBN | : 0738211346 |
Death and taxes come later; what seems inevitable for children is the idea that, after spending the day at school, they must then complete more academic assignments at home. The predictable results: stress and conflict, frustration and exhaustion. Parents respond by reassuring themselves that at least the benefits outweigh the costs. But what if they don't? In The Homework Myth, nationally known educator and parenting expert Alfie Kohn systematically examines the usual defenses of homework--that it promotes higher achievement, "reinforces" learning, and teaches study skills and responsibility. None of these assumptions, he shows, actually passes the test of research, logic, or experience. So why do we continue to administer this modern cod liver oil -- or even demand a larger dose? Kohn's incisive analysis reveals how a mistrust of children, a set of misconceptions about learning, and a misguided focus on competitiveness have all left our kids with less free time and our families with more conflict. Pointing to parents who have fought back -- and schools that have proved educational excellence is possible without homework -- Kohn shows how we can rethink what happens during and after school in order to rescue our families and our children's love of learning.
Author | : Susan S. Ellis |
Publisher | : |
Total Pages | : 72 |
Release | : 1990 |
Genre | : Group work in education |
ISBN | : |
Author | : Matthew Harrison |
Publisher | : Taylor & Francis |
Total Pages | : 173 |
Release | : 2022-07-13 |
Genre | : Education |
ISBN | : 1000588920 |
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
Author | : Alayna Cole |
Publisher | : CRC Press |
Total Pages | : 92 |
Release | : 2020-07-15 |
Genre | : Computers |
ISBN | : 1000093662 |
Description Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience. Key Features • Explores the history of diversity in games • Provides important information around what it is like to be a marginalized person in the industry • Gives practical steps to improve the inclusivity of the industry that are designed to aid in contextualizing and upskilling new developers Author Bios Alayna Cole is the managing director of Queerly Represent Me, a not-for-profit championing queer representation in games. Alayna is also a producer at Sledgehammer Games, co-chair of the IGDA LGBTQ+ special interest group, and an award-winning games journalist and game developer. She was featured on the 2016 and 2017 Develop Pacific 30 Under 30 lists and the 2017 and 2019 Develop Pacific Women in Games lists, and she has received several other accolades in the industry. Jessica Zammit started writing in 2013 for Start Select Media, and for the next five years she followed her interest in writing about representations of mental health, diversity, and particularly, sexuality in video games. Jessica has been speaking about diversity in games at conventions such as PAX Australia since 2016 and has been featured on several other discussions in and around the topic of representation in games and games criticism. Along with her co-author, she is co-chair of the IGDA LGBTQ+ special interest group, and she was featured on the 2018 Develop Pacific 30 Under 30 and Women in Games lists.
Author | : John D. Strebe |
Publisher | : Routledge |
Total Pages | : 158 |
Release | : 2017-07-20 |
Genre | : Education |
ISBN | : 1351713957 |
Motivate your students and create an engaging classroom environment with the time-tested strategies in this book. Drawing on over 35 years of experience, author and consultant John D. Strebe offers a wealth of advice for teachers who want to encourage collaboration and team learning among students of all grade levels. This expanded second edition includes activities and examples across the subject areas, as well as new reproducible tools for classroom use. Topics include... Building enthusiasm and increasing student development with games, mini competitions, and team projects. Implementing new seating arrangements that promote discussion and participation. Keeping students engaged during lectures and presentations. Facilitating group work by organizing students into teams based on academic skills and personal traits. And more! John D. Strebe taught secondary mathematics for 38 years in the Maryland public schools. He conducts workshops for teachers across the country, providing instruction on setting up a cooperative and engaging classroom.
Author | : Steve Grineski |
Publisher | : Human Kinetics Publishers |
Total Pages | : 156 |
Release | : 1996 |
Genre | : Business & Economics |
ISBN | : |
Grade level: 4, 5, 6, 7, 8, 9, 10, e, i, s, t.