Teaching Children Games
Author | : David E. Belka |
Publisher | : Human Kinetics Publishers |
Total Pages | : 0 |
Release | : 1994 |
ISBN-10 | : 0873224817 |
ISBN-13 | : 9780873224819 |
Rating | : 4/5 (17 Downloads) |
Grade level: 1, 2, 3, 4, 5, 6, 7, e, p, t.
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Author | : David E. Belka |
Publisher | : Human Kinetics Publishers |
Total Pages | : 0 |
Release | : 1994 |
ISBN-10 | : 0873224817 |
ISBN-13 | : 9780873224819 |
Rating | : 4/5 (17 Downloads) |
Grade level: 1, 2, 3, 4, 5, 6, 7, e, p, t.
Author | : Steve Sugar |
Publisher | : John Wiley & Sons |
Total Pages | : 393 |
Release | : 2002-09-13 |
ISBN-10 | : 9780787965259 |
ISBN-13 | : 0787965251 |
Rating | : 4/5 (59 Downloads) |
Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving.
Author | : Martin Williams |
Publisher | : |
Total Pages | : 136 |
Release | : 2020-05-27 |
ISBN-10 | : 9798649088305 |
ISBN-13 | : |
Rating | : 4/5 (05 Downloads) |
During this global pandemic there are many unknowns for teachers. However, one thing is clear - social distancing, at least in some form, is here to stay for the foreseeable future. Attempting social distancing with young children raises many questions: how is it possible? How can we incorporate it into games and activities? How do we help and support children with this lack of human connection? Written by an early education expert and consultant, '101 Games To Play Whilst Socially Distancing' provides a simple, and step-by-step description of games covering the entire curriculum that take place within the context of social distancing. Resources have been stripped back, to leave a collection of activities where storytelling, role-play, drama, song, and movement come to the fore. Wellbeing is at the heart of this book. Children's mental health has been tested recently in ways never experienced by earlier generations, and wellbeing and happiness are central to all the games. This book teaches: * A wide range of outdoor games, and all the activities can be played in the outdoor environment if required * Many games that develop memory and listening skills * Multiple maths games, that develop skills in number, shape and calculating * A wide selection of early phonics and literacy games * Activities ideal for Kindergarten, Reception, Preschool, Key Stage 1, Pre-K, Nursery - all children between the ages of 3-7 * Inspiration that is ideal for teachers, junior sports coaches, preschool workers, childminders - anyone that works with young children * A mixture of old classics tweaked to fit with social distancing, combined with numerous games that have been invented afresh for this book '101 Games To Play Whilst Socially Distancing' is the ultimate handbook for teachers and educators seeking ideas and structure at this historic moment, and a source of inspiration providing fun, laughter and learning in these difficult times.
Author | : Amanda Boyarshinov |
Publisher | : Page Street Publishing |
Total Pages | : 211 |
Release | : 2016-05-24 |
ISBN-10 | : 9781624141973 |
ISBN-13 | : 1624141978 |
Rating | : 4/5 (73 Downloads) |
Learn While You Play With These Fun, Creative Activities & Games From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own. All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills! The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.
Author | : Gordon Lewis |
Publisher | : Oxford University Press |
Total Pages | : 214 |
Release | : 2013-05-20 |
ISBN-10 | : 9780194425964 |
ISBN-13 | : 0194425967 |
Rating | : 4/5 (64 Downloads) |
A fresh and enjoyable collection of games for children aged between 4 and 11, including card games, board games, physical games, and co-operative and competitive games. Gives helpful guidance for teachers on integrating games into the English syllabus, classroom management, adapting traditional games, and creating new games with children.
Author | : D. Shaffer |
Publisher | : Springer |
Total Pages | : 249 |
Release | : 2007-02-25 |
ISBN-10 | : 9780230601994 |
ISBN-13 | : 0230601995 |
Rating | : 4/5 (94 Downloads) |
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Author | : Shauna Tominey |
Publisher | : W. W. Norton & Company |
Total Pages | : 202 |
Release | : 2019-01-08 |
ISBN-10 | : 9780393711608 |
ISBN-13 | : 0393711609 |
Rating | : 4/5 (08 Downloads) |
Selected as a "Favorite Book for Parents in 2019" by Greater Good. Young children can surprise us with tough questions. Tominey’s essential guide teaches us how to answer them and foster compassion along the way. If you had to choose one word to describe the world you want children to grow up in, what would it be? Safe? Understanding? Resilient? Compassionate? As parents and caregivers of young children, we know what we want for our children, but not always how to get there. Many children today are stressed by academic demands, anxious about relationships at school, confused by messages they hear in the media, and overwhelmed by challenges at home. Young children look to the adults in their lives for everything. Sometimes we’re prepared... sometimes we’re not. In this book, Shauna Tominey guides parents and caregivers through how to have conversations with young children about a range of topics-from what makes us who we are (e.g., race, gender) to tackling challenges (e.g., peer pressure, divorce, stress) to showing compassion (e.g., making friends, recognizing privilege, being a helper). Talking through these topics in an age-appropriate manner—rather than telling children they are too young to understand—helps children recognize how they feel and how they fit in with the world around them. This book provides sample conversations, discussion prompts, storybook recommendations, and family activities. Dr. Tominey's research-based strategies and practical advice creates dialogues that teach self-esteem, resilience, and empathy: the building blocks for a more compassionate world.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
ISBN-10 | : 9781466886421 |
ISBN-13 | : 1466886420 |
Rating | : 4/5 (21 Downloads) |
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : Carla Fisher |
Publisher | : CRC Press |
Total Pages | : 257 |
Release | : 2014-12-03 |
ISBN-10 | : 9781317915133 |
ISBN-13 | : 1317915135 |
Rating | : 4/5 (33 Downloads) |
When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing
Author | : Fran Blumberg |
Publisher | : Oxford University Press, USA |
Total Pages | : 386 |
Release | : 2014 |
ISBN-10 | : 9780199896646 |
ISBN-13 | : 019989664X |
Rating | : 4/5 (46 Downloads) |
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.