Quest To Learn

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The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.

Product Details :

Genre : Education
Author : Katie Salen Tekinbas
Publisher : MIT Press
Release : 2010-10-29
File : 165 Pages
ISBN-13 : 9780262515658


The Quest To Feel Good

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Emotions, rather than simply being the result of random or disordered biochemical processes, are adaptive mechanisms that are often overly relied upon as a function of basic learning processes. The Quest to Feel Good helps the reader understand that negative emotions serve a critical adaptive purpose that functions in relation to one’s ultimate desire for a felt-positive state. Paul Rasmussen addresses the role of emotions as adaptive components, in combination with cognitive and behavioral processes, to our overall orchestration of life. To this end, the therapist is directed to use a client’s negative affect as a means of guiding critical therapeutic conclusions and decisions. Rasmussen emphasizes an integration of the basic premises of Adlerian psychology with the evolutionary-imperative model presented by Theodore Millon (1990, 1999). This integration is used to explain the primacy of emotions in the manifestation of most clinical conditions. This critical integration and focus makes the volume important, necessary, and unique to mental health professionals. Case examples and illustrations are also offered throughout the text.

Product Details :

Genre : Psychology
Author : Paul R. Rasmussen
Publisher : Routledge
Release : 2011-01-19
File : 316 Pages
ISBN-13 : 9781135889920


Dr Peacock And His Quest To Know God

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"... You may ask me for anything in my name and I will do it." (John 14:12-14 NIV) If the words of Jesus are promises that he will do whatever we ask in His name, then why are many not seeing the results? Dr. Peacock and His Quest to Know God offers an in-depth examination of life's everyday incidents and events that have the potential to create better ways to know God. Gustav Shakefoot combines personal essays with biblical teachings as he traces the path of a thoughtful spiritual journey. Shakefoot begins his examination of Christianity by providing details on the books of the Bible and then shares his perspective on many Christian topics including the effects of baptism, the importance of the forgiveness of sins, and the complexity of salvation. While interspersing essays about his religious upbringing, army exploits, and his stint in a monastery, Shakefoot explores such complex and controversial issues as communication with the Holy Spirit, homosexuality, and identity problems within the church. The unique perspective shared in Dr. Peacock and His Quest to Know God can help anyone enhance their relationship with God and achieve their eternal purpose.

Product Details :

Genre : Humor
Author : Gustav Shakefoot
Publisher : Trafford Publishing
Release : 2010-09-30
File : 201 Pages
ISBN-13 : 9781426942617


Learning And Education Games Volume Two Bringing Games Into Educational Contexts

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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Product Details :

Genre : Education
Author : Karen Schrier Shaenfeld
Publisher : Lulu.com
Release : 2016
File : 281 Pages
ISBN-13 : 9781329703568


Teacher Proof

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‘Tom Bennett is the voice of the modern teacher.’ - Stephen Drew, Senior Vice-Principal, Passmores Academy, UK, featured on Channel 4’s Educating Essex Do the findings from educational science ever really improve the day-to-day practice of classroom teachers? Education is awash with theories about how pupils best learn and teachers best teach, most often propped up with the inevitable research that ‘proves’ the case in point. But what can teachers do to find the proof within the pudding, and how can this actually help them on wet Wednesday afternoon?. Drawing from a wide range of recent and popular education theories and strategies, Tom Bennett highlights how much of what we think we know in schools hasn’t been ‘proven’ in any meaningful sense at all. He inspires teachers to decide for themselves what good and bad education really is, empowering them as professionals and raising their confidence in the classroom and the staffroom alike. Readers are encouraged to question and reflect on issues such as: the most common ideas in modern education and where these ideas were born the crisis in research right now how research is commissioned and used by the people who make policy in the UK and beyond the provenance of education research: who instigates it, who writes it, and how to spot when a claim is based on evidence and when it isn’t the different way that data can be analysed what happens to the research conclusions once they escape the laboratory. Controversial, erudite and yet unremittingly entertaining, Tom includes practical suggestions for the classroom throughout. This book will be an ally to every teacher who’s been handed an instruction on a platter and been told, ‘the research proves it.’

Product Details :

Genre : Education
Author : Tom Bennett
Publisher : Routledge
Release : 2013-07-04
File : 230 Pages
ISBN-13 : 9781135040284


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

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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


Designed To Learn

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Students become attentive, curious, and passionate about learning when they can see its relevance to their lives and when they're empowered to use that learning to solve problems that matter. Regardless of the subject or grade level you teach, you can infuse your instruction with the meaning students crave by implementing design thinking. Design thinking prompts students to consider: "I've learned it. Now what am I going to do with it?" In Designed to Learn, cognitive scientist and educator Lindsay Portnoy shares the amazing teaching and learning that take place in design thinking classrooms. To set the stage, she provides easy-to-implement strategies, classroom examples, and clear tools to scaffold the processes of inquiry, discovery, design, and reflection. Because formative assessment is crucial to the process, Portnoy includes sample assessments that measure student learning and ensure that learners take the lead in their own learning. As the author guides you through the five elements of design thinking (understand and empathize, identify and research, communicate to ideate, prototype and test, and iterate and reflect), you'll learn how to support students as they - Use the content you teach to solve a problem in their community or in the world around them. - Isolate a concern for their designed solution to address. - Communicate ideas and provide valid reasoning for potential solutions. - Prototype a solution and test it. - Revise their design for maximum impact and reflect on the process. Equipped with the strategies and supports in Designed to Learn, teachers will be able to ensure that learning in their classrooms is visible, student-centered, and measurable—by design.

Product Details :

Genre : Education
Author : Lindsay Portnoy
Publisher : ASCD
Release : 2019-11-19
File : 219 Pages
ISBN-13 : 9781416628279


Ecsm2015 Proceedings Of The 2nd European Conference On Social Media 2015

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Complete proceedings of the 2nd European Conference on Social Media Porto Portugal Published by Academic Conferences and Publishing International Limited

Product Details :

Genre : Computers
Author : Dr Paula Peres
Publisher : Academic Conferences Limited
Release : 2015-07-06
File : 686 Pages
ISBN-13 : 9781910810316


Teaching In The Game Based Classroom

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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.

Product Details :

Genre : Education
Author : David Seelow
Publisher : CRC Press
Release : 2021-07-12
File : 188 Pages
ISBN-13 : 9781000411737


Disciplinary Literacy Connections To Popular Culture In K 12 Settings

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BOOK EXCERPT:

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Product Details :

Genre : Education
Author : Haas, Leslie
Publisher : IGI Global
Release : 2020-11-13
File : 423 Pages
ISBN-13 : 9781799847229