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Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games New edition [Pehme köide]

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  • Formaat: Paperback / softback, 238 pages, kõrgus x laius: 225x150 mm, kaal: 370 g, 12 Illustrations
  • Sari: New Literacies and Digital Epistemologies 80
  • Ilmumisaeg: 29-Dec-2017
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433144743
  • ISBN-13: 9781433144745
  • Formaat: Paperback / softback, 238 pages, kõrgus x laius: 225x150 mm, kaal: 370 g, 12 Illustrations
  • Sari: New Literacies and Digital Epistemologies 80
  • Ilmumisaeg: 29-Dec-2017
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433144743
  • ISBN-13: 9781433144745

How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber’s Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators—known as "The Tribe"—teaches with games. They are transformational leaders outside the classroom, in communities of practice. They mentor and lead newcomers to game-based learning, as well as advise game developers, academics, and policymakers.

Teachers in "The Tribe" do not teach in isolation—they share, support, and mentor each other in a community of practice. Farber shares his findings about the social practices of these educators. Game-Based Learning in Action details how the classrooms of expert game-based learning teachers function, from how they rollout games to how they assess learning outcomes.

There are plenty of lessons to be learned from the best practices of expert educators. These teachers use games to provide a shared meaningful experience for students. Games are often the focal point of instruction. Featuring a foreword from James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies, and Regents’ Professor), this book comments on promises and challenges of game-based learning in twenty-first century classrooms. If you are looking to innovate your classroom with playful and gameful learning practices, then Game-Based Learning in Action is for you!



Matthew Farber’s Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators—known as "The Tribe"—teaches with games.

Arvustused

Matthew Farbers book sheds a fascinating light on a dispersed group of educators who bring radical educational practices into conventional settings. More importantly, this book portrays how this small but effective global community supports one another, both personally and professionally, and provides the foundation required to integrate games-based learning into on-going coursework. For those new to games-based learning, Farber shows us how classroom learning can be transformed when educators work together to understand their students then design curriculum that speaks to their passions.Barry Joseph, Associate Director for Digital Learning at the American Museum of Natural History Following a group of innovative tech-savvy teachers, Matthew Farber unearths a close-knit tribe of passionate educator-scholars actively using games in their classrooms. This community applies scholarly research on game-based learning to their own teaching and presents their results at academic conferences and teacher workshops. Farbers book introduces you to the teachers, the tools, and their techniques, and ties it together with current cutting-edge research. At the end of each chapter youll find yourself excited to dive into an overflowing toolbox of techniques to try, games to play, and papers to read. Farber covers a vast landscape, pulling resources together and presenting them to you in a thorough and easy to follow format. Press start! Mark DeLoura, Engineer, Game Developer, Former Senior Advisor for Digital Media in the White House Office of Science and Technology Policy If you want to become an expert on games for learning, I know no better way than Game-Based Learning in Action. It makes research accessible, and is full of thoughtful case studies on exemplary games as well as great advice about how to integrate all of it into a classroom. It is rare to find a book that is great for researchers, game designers, and teachers, but here it is!Jesse Schell, CEO Schell Games, and Distinguished Professor of Entertainment Technology at Carnegie Mellon University Game-Based Learning in Action by Matthew Farber is an excellent and timely book. It offers fresh and imaginative solutions that are all too rare in charting the future of American education. By documenting an innovative tribe of remarkable teachers who have proven, compelling ways to use games to revolutionize twenty-first century teaching, learning and assessment, Farber has done the field a real service. Chock full of practical insights on ways to catalyze the playful learning movement the book delivers the passion, knowledge and game plan of the real heroes who can, if given a shot, transform Americas classrooms.Michael Levine, Founder and Executive Director of the Joan Ganz Cooney Center at Sesame Workshop

List of Figures
ix
Foreword xi
James Paul Gee
Acknowledgments xiii
Introduction 1(3)
Structure of This Book 4(1)
References 5(2)
Part I An Affinity Group of Game-Based Learning Educators
7(54)
Chapter 1 The Tribe
9(18)
Red Bandanas and Educational Anarchists
9(3)
The Tribe as Community of Practice
12(2)
The Games in Education Symposium as Affinity Space
14(3)
Selecting the Keynote Speakers
17(1)
The Speakers' Dinner
18(2)
Birds of a Feather Play Together
20(1)
Birds of a Feather Tweet Together
21(3)
Chapter Summary
24(1)
References
24(3)
Chapter 2 Learning From the Experts
27(14)
The Inner Circle
27(2)
The Tribe as Affinity Group
29(2)
Taking Risks and Changing Paradigms
31(2)
Game-Based Learning Evangelism
33(2)
Pioneering Practitioners
35(1)
Trusting the Experts
36(1)
The Trouble With Experts
37(2)
Chapter Summary
39(1)
References
40(1)
Chapter 3 Games in School
41(20)
The "Horizontal Learning Space" in Quest Atlantis
42(2)
Minecraft Mentors
44(2)
Balanced Learning Games
46(1)
Epistemic Games
47(1)
Gamification
48(2)
Game-Like Learning
50(2)
Games as Designed Spaces
52(1)
The Intersection of Games and Learning
53(1)
The Business of Games4Ed
54(2)
Chapter Summary
56(1)
References
56(5)
Part II A Close Look at The Tribe in Action
61(50)
Chapter 4 "The Godmother of Educational Gaming"
63(16)
Room 339: Home to Epic Learners
65(2)
Teaching Her Heroes
67(1)
Thursday
67(5)
Friday
72(5)
References
77(2)
Chapter 5 "For the Next 3 Hours, You Have a License to Snoop Around the House"
79(16)
Gone Home
80(2)
The School
82(1)
Observing Gone Home in the Classroom
83(11)
References
94(1)
Chapter 6 "Life Just Got Epic!"
95(16)
Room 322: Iterative Design and Student Choice
96(1)
Day 1
97(7)
Day 2
104(6)
References
110(1)
Part III "Go Where the Game Takes You!"
111(110)
Chapter 7 Playful Learning
113(14)
Play Theory
114(1)
Play Theory in Practice
115(3)
Balancing Play and Game
118(3)
Montessorian, by Design
121(1)
Playful Learning Environments
122(2)
Chapter Summary
124(1)
References
124(3)
Chapter 8 Gameful Learning
127(18)
Gameful Learning Practices
128(2)
Making School Replayable
130(3)
Learner Agency
133(2)
Meaningful Role Play
135(2)
Scaffolding Student Choice
137(3)
Designing Branched Quests
140(1)
Chapter Summary
141(1)
References
142(3)
Chapter 9 Games as High Quality Curricular Materials
145(16)
Video Games as Text
146(3)
Video Games and Literary Devices
149(2)
Humanities Games as "Standalone Pieces"
151(2)
The Versatility of Humanities Games
153(1)
Turning Literature Into Role-Playing Games
154(2)
Reskinning Games
156(3)
Chapter Summary
159(1)
References
159(2)
Chapter 10 "How Can I Twist This Game to My Purposes?"
161(14)
How World of Warcraft Became Sheehy's Curriculum
162(3)
Contextual Transposition
165(1)
The Malleability of Minecraft
166(2)
Cell Games
168(3)
Applying the EPIC Framework
171(1)
Using The Walking Dead to Teach Ethics
172(1)
Chapter Summary
173(1)
References
174(1)
Chapter 11 The Case for Experiential Learning
175(16)
Shared Experiences
176(1)
Games as Digital Field Trips
177(2)
Lesson Planning for Experiences
179(2)
Games and Mentorship Learning
181(2)
Virtual Internships
183(3)
Virtual Internship Authorware
186(1)
How The Tribe Engaged Students in Affinity Groups
187(2)
Chapter Summary
189(1)
References
190(1)
Chapter 12 Open-Ended Assessments for Open-Ended Games
191(18)
Games, the Curriculum, and Assessments
192(2)
The Tribe's (Non)Use of Dashboard Analytics
194(2)
"The Ultimate Assessment"
196(2)
The Case for Schonian Reflective Practices
198(2)
Narrativizing Game Events
200(1)
Unobtrusive Assessments
201(2)
Games and Dispositional Behaviors
203(2)
Chapter Summary
205(1)
References
205(4)
Chapter 13 The Role of the Game-Based Teacher
209(12)
The Teacher as Game-Master
210(2)
Flash Lessons and Teaching on the Fly
212(2)
The Game Explosion
214(1)
The Husøy/Staaby Pendulum
215(3)
Teachers as Learning Designers
218(1)
Chapter Summary
219(1)
References
219(2)
Conclusion 221(1)
Lessons Learned 222(2)
Follow---and Join---The Tribe! 224(3)
Index 227
Matthew Farber, Ed.D. is Assistant Professor in the Technology, Innovation, and Pedagogy Program at the University of Northern Colorado. His research is at the intersection of teacher education, learning technologies, and game-based learning. Dr. Farber has been invited to the White House, and he has been interviewed about games and learning by NPR, Fox News Radio, USA TODAY, and The Wall Street Journal. He is also an Edutopia blogger, a Certified BrainPOP Educator, and he is in the iCivics Educator Network. His first book, Gamify Your Classroom: A Field Guide to Game-Based Learning, Revised Edition features a foreword from USA TODAY's Greg Toppo. To learn more, visit: MatthewFarber.com.