Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching
Author :
Publisher : Routledge
Total Pages : 233
Release :
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.

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching
Author :
Publisher : Routledge
Total Pages : 234
Release :
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.

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching
Author :
Publisher : Routledge
Total Pages : 234
Release :
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.

The Art and Science of Teaching

The Art and Science of Teaching
Author :
Publisher : ASCD
Total Pages : 233
Release :
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.

Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment
Author :
Publisher : Routledge
Total Pages : 337
Release :
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

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Handbook of Research on Using Motor Games in Teaching and Learning Strategy
Author :
Publisher : IGI Global
Total Pages : 511
Release :
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.

The Knowledge Gap

The Knowledge Gap
Author :
Publisher : Penguin
Total Pages : 354
Release :
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.

Game On

Game On
Author :
Publisher : Solution Tree Press
Total Pages : 160
Release :
ISBN-10 : 9781936763986
ISBN-13 : 1936763982
Rating : 4/5 (86 Downloads)

Synopsis Game On by : Ryan L. Schaaf

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author :
Publisher : Springer
Total Pages : 429
Release :
ISBN-10 : 9783319122236
ISBN-13 : 3319122231
Rating : 4/5 (36 Downloads)

Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author :
Publisher : Macmillan
Total Pages : 233
Release :
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.