Gamify Your Classroom

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BOOK EXCERPT:

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.

Product Details :

Genre : Educational games
Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Release : 2014
File : 0 Pages
ISBN-13 : 1433126702


Level Up Your Classroom The Quest To Gamify Your Lessons And Engage Your Students

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BOOK EXCERPT:

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Product Details :

Genre : Education
Author : Jonathan Cassie
Publisher : ASCD
Release : 2016-06-28
File : 195 Pages
ISBN-13 : 9781416623038


How To Gamify Your Classroom

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BOOK EXCERPT:

This gamify lesson plan uses simulations and ed games to teach any inquiry imaginable. Designed for Middle School and aligned with Common Core and ISTE,

Product Details :

Genre : Education
Author : Ask a Tech Teacher
Publisher : Structured Learning LLC
Release : 2014-02-11
File : 15 Pages
ISBN-13 :


Power Up Your Classroom

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BOOK EXCERPT:

Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai’s paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration. Together, they began to ask … what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers? This book: • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. • Features a downloadable full-color game board that can be used in tandem with the book. • Provides access to an accompanying website that offers dynamic elements and book study questions. • Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning.

Product Details :

Genre : Education
Author : Lindsey Blass
Publisher : International Society for Technology in Education
Release : 2022-08-24
File : 129 Pages
ISBN-13 : 9781564847966


Gamifying Education How To Engage And Motivate Students Through Games

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BOOK EXCERPT:

Looking for a way to engage and motivate your students? Look no further than "Gamifying Education"! This easy-to-read guide shows you how to apply the principles of game design to your classroom, transforming learning into an exciting, interactive experience. This book provides practical strategies for using game mechanics to increase student engagement, boost motivation, and improve learning outcomes. From defining your objectives and identifying your audience to choosing your game mechanics and planning your content, you'll learn all the key steps needed to successfully gamify your classroom. Discover how to: Introduce the concept of gamification to your students Set clear expectations and provide regular feedback Celebrate successes and adjust as needed Measure the success of your gamification efforts You'll also explore the future of gamification, including the impact of emerging technologies like virtual and augmented reality, artificial intelligence, and social learning. Whether you're a seasoned educator or just starting out, "Gamifying Education" will help you create a dynamic learning environment that your students will love. Get your copy today and start gamifying your classroom!

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Genre : Education
Author : Cheryl Angst
Publisher : Quick Reads for Busy Educators
Release : 2023-04-18
File : 0 Pages
ISBN-13 : 9798223761501


Motivate Your Class Through Game N 1

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BOOK EXCERPT:

Gamification of a course session to boost the motivation of your learners!Are you a teacher or trainer and feel the need to put in place an alternative pedagogy to make your learners succeed?Would you like to know how to set up the gamification of an educational session?This little guide will help you!Discover a simple, step-by-step approach with screenshots We have more than a decade of experience in initial and continuing education of adults and young people. We want to share with you our useful knowledge, our tips to help you easily create a dynamic and playful learning environment. You will discover simple educational sessions, ideas and methods that will simplify your life and allow you to work collaboratively and effectively in class and motivate your learners. What are you going to find in this practical and useful guide “Motivating your class through play n°1”? - 5 detailed sections - Definition and pedagogical objectives of gamification - Educational lexiconThe games that work - Preparation and progress of a gamified session - useful and easily realizable information - A simple and systematic method So, are you ready to implement ludification in your classroom? OK, let’s go! Kind regards, Cristina & Olivier Rebiere

Product Details :

Genre : Self-Help
Author : Olivier Rebiere
Publisher : Rebiere
Release :
File : 48 Pages
ISBN-13 :


Gamification Concepts Methodologies Tools And Applications

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BOOK EXCERPT:

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Product Details :

Genre : Computers
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2015-03-31
File : 2250 Pages
ISBN-13 : 9781466682016


Gamification In Learning And Education

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BOOK EXCERPT:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Product Details :

Genre : Education
Author : Sangkyun Kim
Publisher : Springer
Release : 2017-09-19
File : 164 Pages
ISBN-13 : 9783319472836


Gamification In English Teaching And Learning

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BOOK EXCERPT:

In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.

Product Details :

Genre : Young Adult Nonfiction
Author : Intania Harismayanti
Publisher : Nilacakra
Release : 2020-11-01
File : 189 Pages
ISBN-13 : 9786236748442


Gamification In Education Breakthroughs In Research And Practice

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BOOK EXCERPT:

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Product Details :

Genre : Education
Author : Management Association, Information Resources
Publisher : IGI Global
Release : 2018-01-05
File : 690 Pages
ISBN-13 : 9781522551997