A Library Of Games
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Author |
: Ahmad Zubaidi Amrullah |
Publisher |
: StoryPucino |
Total Pages |
: 191 |
Release |
: 2015-09-30 |
ISBN-10 |
: 9786027309029 |
ISBN-13 |
: 6027309024 |
Rating |
: 4/5 (29 Downloads) |
Synopsis A Library of Games by : Ahmad Zubaidi Amrullah
A library of games is designed to help readers, especially English teachers, to improve students' English-speaking proficiency in fun and interesting ways.Using this games, English students will enthusiastically understand and speak English without feeling bored, tired, or reluctant. The games advocated in A Library of Games will be very useful to EFL/ESL (English as a Foreign Language/English as a Second Language) teachers. Most of these games can also be adapted for small use by small group facilitators, who might need "getting acquainted" games for their groups. Each game entry explains the topic, the English proficiency level and age of students, needed materials, the objective, duration, and the "how to" for that particular game. This book offers the reader new skills and insights into how to improve the teaching of English, especially in Indonesia. The author also hopes that A Library of Games contributes to the betterment of future Indonesians struggling to learn English
Author |
: Michelle Goodridge |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 262 |
Release |
: 2021-11-15 |
ISBN-10 |
: 9781440867323 |
ISBN-13 |
: 1440867321 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Librarian's Guide to Games and Gamers by : Michelle Goodridge
Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
Author |
: United States. Office of Education |
Publisher |
: |
Total Pages |
: 1340 |
Release |
: 1905 |
ISBN-10 |
: PRNC:32101065400242 |
ISBN-13 |
: |
Rating |
: 4/5 (42 Downloads) |
Synopsis Annual Report by : United States. Office of Education
Author |
: Mary L. Gazdik |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 160 |
Release |
: 2016-09-19 |
ISBN-10 |
: 9798216088035 |
ISBN-13 |
: |
Rating |
: 4/5 (35 Downloads) |
Synopsis From Video Games to Real Life by : Mary L. Gazdik
This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
Author |
: British Museum. Department of Printed Books |
Publisher |
: |
Total Pages |
: 1020 |
Release |
: 1903 |
ISBN-10 |
: OXFORD:602602648 |
ISBN-13 |
: |
Rating |
: 4/5 (48 Downloads) |
Synopsis Subject Index of the Modern Works Added to the Library of the British Museum in the Years ... by : British Museum. Department of Printed Books
Author |
: Elena Xeni |
Publisher |
: BRILL |
Total Pages |
: 100 |
Release |
: 2019-07-22 |
ISBN-10 |
: 9781848884984 |
ISBN-13 |
: 1848884982 |
Rating |
: 4/5 (84 Downloads) |
Synopsis Not Just for Children: Interdisciplinary Explorations of Play by : Elena Xeni
With input from authors with a strong background in the study of play, this volume is a must-read for anyone with an interest in play from an interdisciplinary perspective, covering the areas of sociology, technology, creative arts, history, and philosophy.
Author |
: Elizabeth McMunn-Tetangco |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 149 |
Release |
: 2017-02-16 |
ISBN-10 |
: 9781442279148 |
ISBN-13 |
: 1442279141 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Gamification by : Elizabeth McMunn-Tetangco
Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.
Author |
: Florence Kingsland (Mrs. Burton Kingsland.) |
Publisher |
: |
Total Pages |
: 640 |
Release |
: 1913 |
ISBN-10 |
: WISC:89060171501 |
ISBN-13 |
: |
Rating |
: 4/5 (01 Downloads) |
Synopsis The Book of Indoor and Outdoor Games by : Florence Kingsland (Mrs. Burton Kingsland.)
Author |
: |
Publisher |
: |
Total Pages |
: 480 |
Release |
: 1908 |
ISBN-10 |
: UIUC:30112039317018 |
ISBN-13 |
: |
Rating |
: 4/5 (18 Downloads) |
Synopsis Pennsylvania Library Notes by :
Author |
: Karen Schrier Shaenfeld |
Publisher |
: Lulu.com |
Total Pages |
: 281 |
Release |
: 2016 |
ISBN-10 |
: 9781329703568 |
ISBN-13 |
: 1329703561 |
Rating |
: 4/5 (68 Downloads) |
Synopsis Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by : Karen Schrier Shaenfeld
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)."