Using Games To Enhance Learning And Teaching
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Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 233 |
Release |
: 2012-05-23 |
ISBN-10 |
: 9781136341311 |
ISBN-13 |
: 1136341315 |
Rating |
: 4/5 (11 Downloads) |
Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 234 |
Release |
: 2012-05-23 |
ISBN-10 |
: 9781136341304 |
ISBN-13 |
: 1136341307 |
Rating |
: 4/5 (04 Downloads) |
Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 234 |
Release |
: 2012 |
ISBN-10 |
: 9780415897723 |
ISBN-13 |
: 0415897726 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton
Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.
Author |
: Robert J. Marzano |
Publisher |
: ASCD |
Total Pages |
: 233 |
Release |
: 2007 |
ISBN-10 |
: 9781416606581 |
ISBN-13 |
: 1416606580 |
Rating |
: 4/5 (81 Downloads) |
Synopsis The Art and Science of Teaching by : Robert J. Marzano
Presents a model for ensuring quality teaching that balances the necessity of research-based data with the equally vital need to understand the strengths and weaknesses of individual students.
Author |
: Fran Blumberg |
Publisher |
: Oxford University Press, USA |
Total Pages |
: 386 |
Release |
: 2014 |
ISBN-10 |
: 9780199896646 |
ISBN-13 |
: 019989664X |
Rating |
: 4/5 (46 Downloads) |
Synopsis Learning by Playing by : Fran Blumberg
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.
Author |
: Gil-Madrona, Pedro |
Publisher |
: IGI Global |
Total Pages |
: 511 |
Release |
: 2022-05-06 |
ISBN-10 |
: 9781799896227 |
ISBN-13 |
: 1799896226 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Handbook of Research on Using Motor Games in Teaching and Learning Strategy by : Gil-Madrona, Pedro
Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.
Author |
: Natalie Wexler |
Publisher |
: Penguin |
Total Pages |
: 354 |
Release |
: 2020-08-04 |
ISBN-10 |
: 9780735213562 |
ISBN-13 |
: 0735213569 |
Rating |
: 4/5 (62 Downloads) |
Synopsis The Knowledge Gap by : Natalie Wexler
The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 1971 |
Release |
: 2021-11-26 |
ISBN-10 |
: 9781668437117 |
ISBN-13 |
: 1668437112 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Author |
: Harold F. O'Neil |
Publisher |
: Routledge |
Total Pages |
: 337 |
Release |
: 2016-03-31 |
ISBN-10 |
: 9781317814672 |
ISBN-13 |
: 1317814673 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Using Games and Simulations for Teaching and Assessment by : Harold F. O'Neil
Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use
Author |
: James Paul Gee |
Publisher |
: Macmillan |
Total Pages |
: 233 |
Release |
: 2014-12-02 |
ISBN-10 |
: 9781466886421 |
ISBN-13 |
: 1466886420 |
Rating |
: 4/5 (21 Downloads) |
Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
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.