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

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  • Formaat: Paperback / softback, 348 pages, kõrgus x laius: 225x150 mm, kaal: 520 g
  • Sari: New Literacies and Digital Epistemologies 77
  • Ilmumisaeg: 06-Apr-2017
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433135027
  • ISBN-13: 9781433135026
  • Formaat: Paperback / softback, 348 pages, kõrgus x laius: 225x150 mm, kaal: 520 g
  • Sari: New Literacies and Digital Epistemologies 77
  • Ilmumisaeg: 06-Apr-2017
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 1433135027
  • ISBN-13: 9781433135026

This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching.



This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today’s national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!



This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching.

Arvustused

The world of games in education is vast. Matthew Farber is a clear-eyed guide to lands both familiar and foreign, and Gamify Your Classroom is a combined atlas and encyclopedia of game-based learning. This book is valuable for teachers, school leaders, and scholars. No matter what your destination in game-based learning, Farber can help you navigate like a native. -Barry Fishman, Professor, University of Michigan Matthew Farber's voice rings with authenticity-he's a real teacher, in a real classroom, who is passionate about working with young people. He is a true practitioner of what he presents, but he also is able to float above his school to offer us a comprehensive, bird's eye view of the complicated and often contradictory field of games and learning. It is a gift for all of us to have a teacher's voice as part of the literature and research in this field. In this book, Farber has done what games and play have the power to do-raise big questions, investigate different perspectives and stories, explore challenges, and allow us to emerge from the experience full of joyous curiosity and inspired to learn more. -Rebecca Rufo-Tepper, Director of Programs, Institute of Play Matthew Farber's [ Gamify Your Classroom] is the definitive guide to game-based learning. Whether you are dipping your toes in the pool or swimming in the deep end, this book is a rich resource. He has left no stone unturned as he provides background of game theory, history of the game industry (commercial and educational) and a tremendous practical overview of what is happening in the game-based learning space. The book is an easy read and demonstrates that he is a walking encyclopedia on the topic. I am truly amazed at the fact that Farber clearly connected with everyone in the field, and ties the work together beautifully. -Steve Isaacs, Middle School Teacher of Video Game Design and Development

Foreword xi
Greg Toppo
Acknowledgments xv
Introduction xvii
Welcome to Our Tribe xix
Book Overview xxi
Chapter 1 Games for Learning
1(22)
From Mancala to Kriegspiel
3(1)
Video Game Mania!
4(4)
The Edutainment Era
8(1)
Serious Games
9(2)
New Media Literacy and Games
11(2)
The Art of the Game
13(3)
Getting Good Games into Classrooms
16(3)
Conclusions and Takeaways
19(1)
Lesson Plan Ideas
19(1)
Games
19(2)
Resources
21(2)
Chapter 2 What Are Games?
23(16)
Denning Games
24(2)
Designed Experiences and Meaningful Play
26(1)
Voluntary Participation
26(2)
Designing Game-Like Lessons
28(3)
Rules and Constraints
31(1)
Games as Interconnected Systems
31(4)
Feedback Loops
32(3)
Conclusions and Takeaways
35(1)
Lesson Plan Ideas
36(1)
Games
36(1)
Resources
37(2)
Chapter 3 Player Types and Motivation
39(24)
Bartle's Player Type Model
40(6)
Social Engagement
45(1)
Rewards and Motivation
46(2)
Pleasant Frustration and the Flow Channel
48(3)
Fun and Engagement
51(5)
4 Keys 2 Fun
52(3)
The Tyranny of Fun
55(1)
Game Theory
56(3)
Conclusions and Takeaways
59(1)
Lesson Plan Ideas
59(1)
Games
60(1)
Resources
60(3)
Chapter 4 Balanced Design Digital Games
63(18)
Avoiding Chocolate-Covered Broccoli
64(1)
DragonBox
65(2)
Filament Games
67(2)
Wuzzit Trouble
69(2)
Schell Games
71(1)
Words with Friends EDU
72(1)
Game-Based Assessments
73(4)
Conclusions and Takeaways
77(1)
Lesson Plan Ideas
78(1)
Games
78(1)
Resources
79(2)
Chapter 5 Platforms with Learning Games
81(20)
BrainPOP and the Meaning of Beep
81(5)
Playful Assessments
84(2)
"Mom, All of School Should Be Like iCivics"
86(5)
GlassLab Games
91(6)
LRNG
92(1)
SOWONOW
93(1)
SimCityEDU: Pollution Challenge!
94(1)
Mars Generation One: Argubot Academy
95(2)
Conclusions and Takeaways
97(1)
Lesson Plan Ideas
98(1)
Games
99(1)
Resources
99(2)
Chapter 6 Play and Learning
101(18)
Theories of Play
102(2)
Risky Play
104(2)
Explorable Explanations
106(1)
Play at Museums
107(1)
Location-Based Play
108(1)
Play and School
109(1)
Institute of Play and Quest to Learn
110(4)
Conclusions and Takeaways
114(1)
Lesson Plan Ideas
114(1)
Games
115(2)
Resources
117(2)
Chapter 7 Puzzles, Games, and Digital Toys
119(22)
ThinkFun
120(4)
Toca Boca and Digital Toys
124(3)
Tiggly Toys
127(3)
Building Games with Bloxels
130(3)
Originator's Endless Apps
133(1)
Diversity in Apps
134(2)
Conclusions and Takeaways
136(1)
Lesson Plan Ideas
136(1)
Games
137(2)
Resources
139(2)
Chapter 8 Teaching with Minecraft
141(18)
Connected Camps
143(3)
Minecraft in School
146(7)
5th Grade in Minecraft
148(1)
Spanish Class in Minecraft
149(2)
Game Design Class in Minecraft
151(1)
MathCraft
152(1)
MineGage
153(2)
Conclusions and Takeaways
155(1)
Lesson Plan Ideas
155(1)
Games
156(1)
Resources
156(3)
Chapter 9 Game Labs
159(20)
Games + Learning + Society Center
160(2)
Field Day Lab
162(2)
Games Research Lab at Teachers College
164(1)
EdGE at TERC
165(2)
Center for Games and Impact
167(1)
Games Innovation Lab
168(6)
Thoreau in a Sandbox
169(1)
Nutritional Education with Virtual Sprouts
170(1)
Adventurous Dreaming Highflying Dragon
171(1)
FutureBound
172(2)
Conclusions and Takeaways
174(1)
Lesson Plan Ideas
174(1)
Games
175(1)
Resources
176(3)
Chapter 10 Multiplayer Learning
179(18)
Cooperative Games
181(3)
Pandemic
182(2)
Kagan Structures
184(2)
Lee Sheldon's Multiplayer Classroom Approach
186(4)
Collateral Learning
187(3)
Whyville
190(2)
Conclusions and Takeaways
192(1)
Lesson Plan Ideas
192(2)
Games
194(1)
Resources
194(3)
Chapter 11 Gamification
197(22)
Meaningful Gamification
198(2)
Gamification Mechanics
200(5)
Leaderboards
201(1)
Badges
202(1)
Mods
202(1)
Avatars
203(1)
Game Geography
203(1)
Easter Eggs
204(1)
Gamified Learning Management Systems
205(10)
Rezzly
206(4)
Classcraft
210(2)
GradeCraft
212(3)
Conclusions and Takeaways
215(1)
Lesson Plan Ideas
215(1)
Games
216(1)
Resources
216(3)
Chapter 12 The Teacher as Designer
219(22)
Turning a Classroom into a Game
220(2)
BreakoutEDU
222(3)
Blind Kahoots
225(2)
Teaching with Commercial Games
227(2)
Alternate Reality Games
229(2)
Text-Based Adventures
231(4)
Exploding the Game
235(1)
Conclusions and Takeaways
236(1)
Lesson Plan Ideas
237(1)
Games
237(2)
Resources
239(2)
Chapter 13 The Student as Designer
241(20)
Iterative Design
242(3)
Game Jams
245(4)
Moveable Game Jam
245(2)
Climate Game Jam
247(2)
Social Deduction
249(3)
Interactive Fiction Writing
252(2)
Participatory Design
254(2)
Conclusions and Takeaways
256(1)
Lesson Plan Ideas
256(1)
Games
257(1)
Resources
258(3)
Chapter 14 Making Digital Games
261(18)
The National STEM Video Game Challenge
262(3)
Digital Design Tools
265(8)
Gamestar Mechanic
265(1)
Hopscotch
266(2)
Scratch
268(2)
GameMaker: Studio
270(2)
Tynker
272(1)
Conclusions and Takeaways
273(1)
Lesson Plan Ideas
273(2)
Games
275(1)
Resources
276(3)
Chapter 15 Geeking Out and Earning Badges
279(20)
Affinity Spaces and the HOMAGO Framework
280(1)
Game-Related Fan Fiction
281(8)
Intramural eSports
283(1)
Publishing Game Reviews
284(1)
Machinima
285(3)
Modding
288(1)
Micro-credentials and Learning Pathways
289(3)
Conclusions and Takeaways
292(1)
Lesson Plan Ideas
293(2)
Games
295(1)
Resources
295(4)
Chapter 16 Games to Change the World
299(24)
Mary Flanagan's Tiltfactor
300(4)
Mission US
304(3)
Never Alone (Kisima Ingitchuna)
307(1)
Papers, Please
308(1)
Gone Home
309(1)
Life Is Strange
310(1)
That Dragon, Cancer
311(1)
Games for Change Festival
311(1)
Games for Learning Summit
312(3)
Final Words on Game-Based Learning
315(1)
Conclusions and Takeaways
316(1)
Lesson Plan Ideas
316(1)
Games
317(3)
Resources
320(3)
References 323(12)
Index 335
MatthewFarber, EdD is a social studies teacher at Valleyview Middle School in Denville, New Jersey. He is also an adjunct instructor, Edutopia blogger, and cohost onEd Got Gameon the BAM Radio Network. Dr.Farberwas arecipient of a Geraldine R. Dodge Teacher Fellowship, a Woodrow Wilson HistoryQuest Fellowship, and is aCertifiedBrainPOP Educator. He lives in New Jersey with his wife, Laura, son, Spencer, and playful Weimaraner dog, Lizzie.To learn more, visit: MatthewFarber.com.