Gamify Your Classroom
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Author | : Matthew Farber |
Publisher | : New Literacies and Digital Epistemologies |
Total Pages | : 0 |
Release | : 2014 |
Genre | : Educational games |
ISBN | : 9781433126703 |
This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.
Author | : Jonathan Cassie |
Publisher | : ASCD |
Total Pages | : 195 |
Release | : 2016-06-28 |
Genre | : Education |
ISBN | : 1416622055 |
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Author | : Matt Miller |
Publisher | : |
Total Pages | : 240 |
Release | : 2015-04-13 |
Genre | : Education |
ISBN | : 9781946444257 |
Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.
Author | : Lee Sheldon |
Publisher | : CRC Press |
Total Pages | : 369 |
Release | : 2020-03-09 |
Genre | : Computers |
ISBN | : 1000039005 |
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.
Author | : John Meehan |
Publisher | : |
Total Pages | : 260 |
Release | : 2019-06-16 |
Genre | : |
ISBN | : 9781949595383 |
What if going to school captured the thrills and excitement of a theme park? Just imagine what your classroom would be like if the activities inside elicited the same sense of fun and exhilaration as a roller coaster! How much more engaged would your students be if your curriculum were filled with the same mystery and mastery they found in an escape room full of puzzles and surprising twists? School should be fun! In EDrenaline Rush, John Meehan pulls back the curtain on what it takes to create thrilling learning experiences in your classroom. Packed with lesson planning tips, instructional design ideas, and plug-and-play teaching resources, EDrenaline Rush will challenge you to think differently and equip you to push your pedagogy to incredible limits. Create classrooms where students willingly step outside of their comfort zones and boldly dare to attempt the impossible. "Packed with practical tips and great writing that will have you coming back for more of his dynamic, rigorous approach to classroom teaching." --Alexis Wiggins, teacher and author of The Best Class You Never Taught "This is a must-buy and should be a must-implement for anyone who wants to create positive change in their schools." --Michael Matera, teacher and author of eXPlore Like a Pirate "Every classroom can be filled with 'student-centered edrenaline, ' and after reading EDrenaline Rush you will be motivated to make it happen." --Scott Rocco, EdD, Hamilton Township (NJ) School District Superintendent and co-author of 140 Twitter Tips for Educators and Hacking Google for Education "EDrenaline Rush is the ultimate surprise and delight!" --Monica Cornetti, CEO of Sententia Gamification, GamiCon Gamemaster
Author | : Tisha Richmond |
Publisher | : |
Total Pages | : 204 |
Release | : 2018-09-11 |
Genre | : Education |
ISBN | : 9781946444998 |
In Make Learning MAGICAL, educator Tisha Richmond pulls back the curtain to reveal strategies you can use to transform your classroom. Laughter, fun, and gamified experiences can make school a place where students are inspired, empowered, and immersed in learning. The techniques Tisha shares will equip you to put your students center stage.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 1971 |
Release | : 2021-11-26 |
Genre | : Education |
ISBN | : 1668437112 |
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Author | : Information Resources Management Association |
Publisher | : Information Science Reference |
Total Pages | : 0 |
Release | : 2018 |
Genre | : Education |
ISBN | : 9781522551980 |
"This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--
Author | : Sangkyun Kim |
Publisher | : Springer |
Total Pages | : 164 |
Release | : 2017-09-19 |
Genre | : Education |
ISBN | : 3319472836 |
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Author | : Shreekant W Shiralkar |
Publisher | : Apress |
Total Pages | : 108 |
Release | : 2016-11-18 |
Genre | : Computers |
ISBN | : 1484224213 |
This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development.