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Gamify Your Classroom: A Field Guide to Game-Based Learning New edition [Kõva köide]

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  • Formaat: Hardback, 263 pages, kõrgus x laius: 225x150 mm, kaal: 500 g
  • Sari: New Literacies and Digital Epistemologies 71
  • Ilmumisaeg: 30-Dec-2014
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433126710
  • ISBN-13: 9781433126710
  • Formaat: Hardback, 263 pages, kõrgus x laius: 225x150 mm, kaal: 500 g
  • Sari: New Literacies and Digital Epistemologies 71
  • Ilmumisaeg: 30-Dec-2014
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433126710
  • ISBN-13: 9781433126710
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.

This book is a field guide on how to implement game-based learning and «gamification» techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, A Playful Path); Richard Bartle (Bartle’s Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Author, The Multiplayer Classroom); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author’s experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!

Arvustused

«Walk into Matthew Farbers middle school classroom and youll meet students who consider themselves beta testers of innovative learning experiences. Youll see an inspired teacher who understands how to combine cutting-edge game mechanics with instructional strategies like project-based learning. I havent had the pleasure of that classroom visit just yet, but reading Gamify Your Classroom is the next best thing. Farber, as author, shares his own journey into understanding the power of games for learning. He invites readers along as he interviews experts and learns from those on the frontiers of this exciting space. Then he brings us back to the magic circle of the classroom, where games create teachable moments for engaged, inspired learners.» (Suzie Boss, Author of Bringing Innovation to School; national faculty member, Buck Institute for Education) «Gamify Your Classroom is a clear-headed dissection of the semantic muddle and self-serving hype surrounding game-based learning and gamification. Meticulously researched and featuring insights from a host of educators and game designers, as well as his own enthusiastic adventures in the classroom, Matthew Farbers book is an impressive primer, revealing what works and what doesnt out here on educations exciting new frontier.» (Lee Sheldon, Author of The Multiplayer Classroom; Associate Professor in the Department of Communication and Media Games and Simulation Arts and Sciences at Rensselaer Polytechnic Institute)

Acknowledgments xi
Introduction 1(8)
New Media Literacy & Games
2(3)
Book Overview
5(4)
Chapter 1 Games for Learning 9(18)
From Mancala to Kriegspiel
10(2)
Video Game Mania!
12(4)
The Edutainment Era
16(1)
Serious Games
17(1)
Games as Art
18(2)
Bringing Games into Classrooms
20(4)
Conclusions and Takeaways
24(1)
Lesson Plan Ideas
24(1)
Games
25(1)
Resources
25(2)
Chapter 2 What Are Games? 27(18)
Defining Games
28(4)
Voluntary Participation
30(2)
Game Mechanics
32(5)
Playing by the Rules
37(1)
Games as Systems
37(3)
Game Theory
40(3)
Conclusions and Takeaways
43(1)
Lesson Plan Ideas
43(1)
Games
44(1)
Resources
44(1)
Chapter 3 Who Plays Games...and Why 45(20)
Bartle's Player Type Model
46(5)
Rewards and Motivation
51(2)
Pleasant Frustration and the Flow Channel
53(3)
Fun as a Key to Engagement
56(6)
Risky Play
57(2)
4 Keys 2 Fun
59(3)
Conclusions and Takeaways
62(1)
Lesson Plan Ideas
62(1)
Games
62(1)
Resources
63(2)
Chapter 4 Iterative Design 65(22)
Paper Prototyping
67(3)
Prototyping with Interactive Fiction
70(5)
Authoring Tools
72(1)
Chronicles of the Time Society: Independence
73(2)
Playtesting
75(3)
Students as Co-Designers
78(2)
Postmortems
80(1)
Idea Forums for Teachers
81(1)
Conclusions and Takeaways
82(1)
Lesson Plan Ideas
82(1)
Games
83(1)
Resources
84(3)
Chapter 5 Play-Based Learning 87(18)
Learning by Playing
87(5)
Digital Toys
92(4)
Tablet Toys
93(2)
The Sandbox Summit
95(1)
Sandbox Games
96(4)
MinecraftEdu
98(2)
The School as a Sandbox: PlayMaker School
100(2)
Conclusions and Takeaways
102(1)
Lesson Plan Ideas
102(1)
Games
103(1)
Resources
103(2)
Chapter 6 Learning in Cooperative Mode 105(16)
Cooperative Learning
107(2)
Kagan Structures
108(1)
Lee Sheldon
109(4)
Collateral Learning
110(3)
Building Civilizations Together with Historia
113(2)
Citizens of Whyville
115(2)
Conclusions and Takeaways
117(1)
Lesson Plan Ideas
117(2)
Games
119(1)
Resources
119(2)
Chapter 7 Gamification and Quest-Based Learning 121(18)
Gamification Mechanics
122(8)
Leaderboards
123(1)
Badges
124(1)
Modding
125(1)
Avatars
126(1)
In-Game Economies
126(1)
Game Geography
126(1)
Easter Eggs
127(1)
Gamification as a Tool... not an Add-on
128(2)
Quest-Based Learning
130(6)
The Player Journey
134(1)
Social Engagement
135(1)
Conclusions and Takeaways
136(1)
Lesson Plan Ideas
137(1)
Games
138(1)
Resources
138(1)
Chapter 8 Personalized Learning 139(20)
Digital Badges and Learning Pathways
141(10)
Why Badge?
142(1)
Badges and Common Core Skills
143(1)
Youtopia
144(2)
ClassBadges
146(3)
Open Badges
149(2)
Adaptive Assessments
151(5)
Adaptive Engines for Learning
152(2)
Knewton
154(1)
Games as Adaptive Assessments
155(1)
Conclusions and Takeaways
156(1)
Lesson Plan Ideas
157(1)
Games
157(1)
Resources
158(1)
Chapter 9 University Game Labs 159(16)
The Bill & Melinda Gates Foundation
160(3)
Games + Learning + Society Center
163(2)
Center for Games and Impact
165(1)
Games Innovation Lab
166(6)
Thoreau in a Sandbox: Walden, the Game
167(1)
Nutritional Education with Virtual Sprouts
168(1)
Adventurous Dreaming Highflying Dragon
169(1)
Gaming College Admissions: FutureBound
170(2)
Conclusions and Takeaways
172(1)
Lesson Plan Ideas
172(1)
Games
173(1)
Resources
173(2)
Chapter 10 Video Games for Learning 175(20)
Filament Games
176(2)
Schell Games
178(1)
GlassLab: Games, Learning, and Assessment
179(6)
SimCityEDU: Pollution Challenge!
180(3)
Mars Generation One: Argubot Academy
183(2)
E-Line Media
185(2)
MangaHigh
187(1)
BrainPOP
188(3)
Conclusions and Takeaways
191(1)
Lesson Plan Ideas
191(2)
Games
193(1)
Resources
194(1)
Chapter 11 Communities of Play 195(14)
Game-Related Fan Fiction
196(2)
Let's Play!
198(2)
eSports
200(1)
Machinima
201(1)
Modding Communities: From Doom to Minecraft
202(2)
Conclusions and Takeaways
204(1)
Lesson Plan Ideas
205(1)
Games
205(1)
Resources
206(3)
Chapter 12 Creating Digital Games 209(14)
The National STEM Video Game Challenge
210(2)
Click-and-Drag with Sploder and Gamestar Mechanic
212(1)
Visual Programming Languages
213(5)
Remixing with Scratch
213(1)
Puzzle Challenges with Tynker
214(2)
Coding on a Tablet with Hopscotch
216(2)
GameMaker: Studio
218(2)
Conclusions and Takeaways
220(1)
Lesson Plan Ideas
220(1)
Games
221(1)
Resources
222(1)
Chapter 13 Games to Change the World 223(20)
Mission US and Social History
224(4)
Social Impact Gaming
228(2)
Zynga.org
230(1)
Games for Change
231(7)
The 11th Annual Games for Change Festival
233(5)
Jane McGonigal's Keynote
234(1)
Well Played Talks
235(2)
Games and Empathy
237(1)
The Future
238(1)
Conclusions and Takeaways
239(1)
Lesson Plan Ideas
240(1)
Games
240(1)
Resources
241(2)
References 243(12)
Index 255
Matthew Farber teaches social studies at Valleyview Middle School in Denville, New Jersey. Mr. Farber holds a masters degree in educational technology from New Jersey City University, where he is currently a doctoral candidate.