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xi | |
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xiii | |
Foreword |
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xiv | |
Acknowledgements |
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xvi | |
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1 Setting the scene for digital games-based intervention |
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1 | (10) |
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Harnessing the educational power of gaming |
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1 | (1) |
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Developing a keen interest in gaming from a young age |
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2 | (1) |
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Learning to connect and teach through gaming |
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3 | (1) |
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Who can the Level Up Collaboration intervention help? |
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4 | (1) |
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Considering the language of neurodiversity |
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5 | (1) |
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5 | (2) |
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Optimising learning: Using this book as a guide for implementing an effective digital games-based intervention |
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7 | (1) |
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Optimising game design: Creating the ideal virtual environment for collaboration |
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8 | (1) |
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Summary of key ideas in Chapter 1 |
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9 | (1) |
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9 | (2) |
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2 Research informing Level Up Collaboration |
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11 | (16) |
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11 | (1) |
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Theories to understand the processes and barriers for learning |
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11 | (4) |
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Theories of instruction to optimise learning |
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15 | (3) |
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Prioritising which collaborative social skills we teach |
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18 | (3) |
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Introducing the Response to Intervention model: Who needs which level of support? |
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21 | (2) |
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Summary of keys ideas in Chapter 2 |
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23 | (1) |
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24 | (3) |
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3 Getting started with the Level Up Collaboration intervention |
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27 | (25) |
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27 | (1) |
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The need for a consistent systematic approach to intervention |
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28 | (1) |
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Introducing Stage A - Skill instruction |
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29 | (1) |
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Introducing Stage B - Supported play |
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30 | (1) |
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Introducing Stage C - Group reflection |
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31 | (1) |
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Judging the length of each stage |
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32 | (2) |
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Deciding which children should participate in this intervention |
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34 | (3) |
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Supporting transitions between the stages |
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37 | (1) |
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Staffing requirements and recommendations |
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37 | (2) |
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39 | (3) |
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Using the Intervention roadmap planner |
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42 | (2) |
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Summary of key ideas in Chapter 3 |
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44 | (2) |
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46 | (1) |
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47 | (5) |
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4 Stage A - Using explicit skill instruction and video review |
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52 | (37) |
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52 | (1) |
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An overview of the steps for implementing Stage A |
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52 | (1) |
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Planning for intervention: Preparing for Stage A |
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53 | (9) |
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62 | (2) |
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Recalling `who and what' of previous session |
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64 | (1) |
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Guided skill revision and consolidation |
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65 | (1) |
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Video review: Self-identification of skill performance |
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66 | (3) |
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Video modelling: Introducing a new skill (if participants are ready) |
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69 | (6) |
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Setting individual and team goals |
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75 | (2) |
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Introducing the game for the session |
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77 | (2) |
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79 | (1) |
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80 | (2) |
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82 | (1) |
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82 | (7) |
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5 Stage B - Promoting interactions during cooperative gameplay |
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89 | (25) |
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89 | (1) |
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89 | (1) |
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89 | (3) |
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92 | (2) |
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Setting up the space for collaborative play |
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94 | (1) |
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Defining roles for players and non-players before play |
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95 | (3) |
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98 | (1) |
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98 | (2) |
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100 | (2) |
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The coaching role of interventionists |
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102 | (5) |
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Regular time-outs for feedback and for rotating roles |
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107 | (2) |
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109 | (1) |
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110 | (2) |
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112 | (1) |
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112 | (2) |
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6 Stage C - Guided reflection |
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114 | (1) |
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114 | (1) |
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115 | (1) |
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Setting up the space for guided reflection |
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116 | (1) |
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Visual supports and organisers for prompting reflection |
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117 | (1) |
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Steps for implementing Stage C: Guided reflection |
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118 | (3) |
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121 | (1) |
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122 | (2) |
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Summary of key ideas in Chapter 6: Checklist for implementing Stage C |
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124 | (1) |
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125 | (1) |
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125 | (1) |
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125 | (3) |
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128 | (1) |
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128 | (1) |
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Why should you focus on these 15 skills? |
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128 | (1) |
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129 | (1) |
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130 | (5) |
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Combining skills: Encouraging participation in group activity |
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135 | (3) |
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Combining skills: Considering others' perspectives on fairness |
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138 | (2) |
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Combining skills: Recognising when to give instructions and share information |
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140 | (3) |
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Combining skills: Creating an environment for constructive communication |
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143 | (2) |
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Combining skills: Drawing on individual and collective expertise |
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145 | (2) |
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Combining skills: Providing appropriate encouragement and performance feedback |
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147 | (2) |
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Summary of key ideas in Chapter 7 |
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149 | (1) |
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150 | (1) |
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150 | (4) |
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8 Assessing collaboration during play |
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154 | (17) |
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154 | (1) |
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Assessment as part of the intervention cycle |
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154 | (1) |
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Generating data during Stage B |
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155 | (5) |
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Using the Collaborative problem-solving empirical progressions to assess learning |
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160 | (5) |
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Sharing assessment data with colleagues, families and caregivers |
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165 | (1) |
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Summary of key ideas in Chapter 8 |
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166 | (1) |
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166 | (1) |
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167 | (4) |
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9 Game design that creates the conditions for collaboration |
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171 | (25) |
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171 | (1) |
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Using example games to illustrate these recommendations |
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171 | (2) |
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Player identity within the team |
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173 | (4) |
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Rules of play to manufacture interaction |
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177 | (5) |
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The impact of level design upon the performance of social skills |
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182 | (5) |
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Game design as an enabler or a barrier to inclusion of all players |
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187 | (3) |
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Summary of recommendations: A checklist for evaluating games |
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190 | (5) |
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195 | (1) |
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10 A guide to cooperative video games |
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196 | (13) |
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196 | (1) |
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Overview of gaming systems |
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196 | (3) |
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199 | (1) |
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199 | (3) |
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202 | (1) |
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203 | (3) |
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Role-playing and adventure games |
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206 | (1) |
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207 | (1) |
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Next steps for you as a digital games-based interventionist |
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208 | (1) |
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208 | (1) |
Index |
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209 | |