Muutke küpsiste eelistusi

E-raamat: Teaching in the Game-Based Classroom: Practical Strategies for Grades 6-12

Edited by
  • Formaat: 196 pages
  • Ilmumisaeg: 12-Jul-2021
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781000411737
  • Formaat - EPUB+DRM
  • Hind: 37,69 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 196 pages
  • Ilmumisaeg: 12-Jul-2021
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781000411737

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Arvustused

"From Pre-K to senior year of high school, play is the most essential component for deeper learning. By mixing theoretical foundations with practical examples, Teaching in the Game-Based Classroom ought to be the go-to text for current and future educators to learn about effectively incorporating games into their classes. The backgrounds of the contributors, ranging from expert scholars to innovative classroom teachers, ensures that David Seelow's book will improve the educational experience for teachers and students alike."

David Sherrin, NCSS award-winning teacher at Harvest Collegiate High School, New York, and author of Authentic Assessment in Social Studies: A Guide to Keeping it Real and The Classes They Remember: Using Role-Plays to Bring Social Studies and English to Life

"This is the book I wish my team and I had when founding a gaming-themed high school. The case studies not only allay the common concerns that parents and educators have about the appropriateness of combining gaming with educationthey cast doubt on the sincerity of any current learning institution that is not doing so."

Travis Miller, English teacher and cofounder of the Critical Design and Gaming School at Augustus F. Hawkins High School, Los Angeles Unified School District "From Pre-K to senior year of high school, play is the most essential component for deeper learning. By mixing theoretical foundations with practical examples, Teaching in the Game-Based Classroom ought to be the go-to text for current and future educators to learn about effectively incorporating games into their classes. The backgrounds of the contributors, ranging from expert scholars to innovative classroom teachers, ensures that David Seelow's book will improve the educational experience for teachers and students alike." David Sherrin, NCSS award-winning teacher at Harvest Collegiate High School, New York, and author of Authentic Assessment in Social Studies: A Guide to Keeping it Real and The Classes They Remember: Using Role-Plays to Bring Social Studies and English to Life"This is the book I wish my team and I had when founding a gaming-themed high school. The case studies not only allay the common concerns that parents and educators have about the appropriateness of combining gaming with educationthey cast doubt on the sincerity of any current learning institution that is not doing so." Travis Miller, English teacher and cofounder of the Critical Design and Gaming School at Augustus F. Hawkins High School, Los Angeles Unified School District

"Engaging and informative . . . allows the reader to understand both the benefits and the challenges of incorporating games into the classroom." Learning Ladders, Best Books for Teachers and School Leaders Summer 2021"David Seelow has culled the best teachers, researchers, and games to provide hands-on guidance for adults looking to introduce games into their classroom . . . the strategies offered within span empathy-building and support for wellness to project-based learning and useful feedback loops. A useful book for educators who want to use games to transform learning." iThrive Games

"Look[ s] at the various ways in which games are engaging, fun, and instrinsically motivating for players and discuss[ es] how educators can leverage games' potential for classroom learning . . . a quick and worthy read for newcomers to GBL and gameful learning." Teachers College Record

Preface ix
About the Author xi
Introduction: The Urgency of Innovation 1(14)
David Seelow
1 Improve Student Engagement with Gameful Learning
15(9)
Barry Fishman
Caitlin Hayward
Rachel Niemer
2 Videogames, Feedback Loops, and Classroom Practice
24(9)
Sandra Schamroth Abrams
Hannah R. Gerber
3 Minecraft and Socially Situated Student Learning
33(8)
Katie Salen Tekinbas
Krithika Jagannath
4 Minecraft and Transformative Teaching
41(11)
Douglas Kiang
5 The Whole Enchilada, a Game for Teaching Mathematical Fluency
52(9)
Kate hitman
6 Level Up Science: Design Thinking, Games and Project-Based Learning
61(13)
Ashley Phillips
Diana "Dee" Weldon
Erin Milsom
Sarah Fiess
Lindsay Portnoy
7 Cellverse: Using Virtual Reality to Learn about Cells from the Inside Out
74(8)
Meredith Thompson
Cigdem Uz-Bilgin
Chris Angelli
Rebecca Webster
8 Living in Media: Why Teach the World's most Controversial Video Game?
82(10)
Paul Darvasi
9 Engaging History Through Student Authored Text Adventure Games
92(12)
Joy Baker
Hap Aziz
10 An Overview of Live Immersive Social Interactives and Their Educational Value for Grades 6-12
104(10)
Randall Fujimoto
11 Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies
114(7)
Jonathan Cassie
12 Promoting Student Health and Well-Being with Digital Games
121(15)
Claudia-Sand F. Fernandes
Tyra M. Pendergrass Boomer
Kimberly Hieftje
Andrew Evanko
Lynn E. Fiellin
13 Using Games for Empathy, Compassion, and Care
136(15)
Karen (Kat) Schrier
14 What We Learned: From Games to Make Assessment Playful
151(11)
Yoon Jeon (Y.J) Kim
Kevin Miklasz
Conclusion: Once We Defeat the COVID-19 Boss Battle, What Then? 162(6)
David Seelow
Afterword 168(3)
Justin Reich
Acknowledgments 171(3)
Image Credits 174(2)
About the Contributors 176
David Seelow is Founder of the Revolutionary Learning blog and an education service provider. He is Senior Adjunct Professor of English at the College of Saint Rose, U.S.A., and was Founding Executive Director of the Center for Game and Simulation-Based Learning.