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E-raamat: Teaching in the Game-Based Classroom: Practical Strategies for Grades 6-12 [Taylor & Francis e-raamat]

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  • Formaat: 184 pages, 5 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white
  • Ilmumisaeg: 13-Jul-2021
  • Kirjastus: Routledge
  • ISBN-13: 9781003042693
  • Taylor & Francis e-raamat
  • Hind: 161,57 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 230,81 €
  • Säästad 30%
  • Formaat: 184 pages, 5 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white
  • Ilmumisaeg: 13-Jul-2021
  • Kirjastus: Routledge
  • ISBN-13: 9781003042693

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.

Introduction: The Urgency of Innovation
1. Improve Student Engagement
with Gameful Learning
2. Videogames, Feedback Loops, and Classroom Practice
3. Minecraft and Socially Situated Student Learning
4. Minecraft and
Transformative Teaching
5. "The Whole Enchilda" a Game for Teaching
Mathematical Fluency
6. Level Up Science: Design Thinking, Games and
Project-Based Learning
7. Cellverse: Using Virtual Reality to Learn About
Cells from the Inside Out
8. "Living in Media: Why Teach the Worlds Most
Controversial Video Game?"
9. Engaging History through Student Authored Text
Adventure Games
10. An Overview of Live Immersive Social Interactives and
their Educational Value for Grades 6-12
11. Don't Split the Party: Using
Games to Enhance Social-Emotional Learning Strategies
12. Promoting Student
Health and Well-being with Digital Games
13. Using Games for Empathy,
Compassion and Care
14. What We Learned from Games to Make Assessment Playful
Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword
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.