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Teaching in the Game-Based Classroom

Practical Strategies for Grades 6-12

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"From Pre-K to senior year of high school, play is the most essential component for deeper learning. By mixing theoretical foundations with practical examples, Teaching in the Game-Based Classroom ought to be the go-to text for current and future educators to learn about effectively incorporating games into their classes. The backgrounds of the contributors, ranging from expert scholars to innovative classroom teachers, ensures that David Seelow's book will improve the educational experience for teachers and students alike."

—David Sherrin, NCSS award-winning teacher at Harvest Collegiate High School, New York, and author of Authentic Assessment in Social Studies: A Guide to Keeping it Real and The Classes They Remember: Using Role-Plays to Bring Social Studies and English to Life

"This is the book I wish my team and I had when founding a gaming-themed high school. The case studies not only allay the common concerns that parents and educators have about the appropriateness of combining gaming with education—they cast doubt on the sincerity of any current learning institution that is not doing so."

—Travis Miller, English teacher and cofounder of the Critical Design and Gaming School at Augustus F. Hawkins High School, Los Angeles Unified School District

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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. Les mer

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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.

Detaljer

Forlag
Routledge
Innbinding
Innbundet
Språk
Engelsk
Sider
184
ISBN
9780367483975
Utgivelsesår
2021
Format
23 x 15 cm

Anmeldelser

«

"From Pre-K to senior year of high school, play is the most essential component for deeper learning. By mixing theoretical foundations with practical examples, Teaching in the Game-Based Classroom ought to be the go-to text for current and future educators to learn about effectively incorporating games into their classes. The backgrounds of the contributors, ranging from expert scholars to innovative classroom teachers, ensures that David Seelow's book will improve the educational experience for teachers and students alike."

—David Sherrin, NCSS award-winning teacher at Harvest Collegiate High School, New York, and author of Authentic Assessment in Social Studies: A Guide to Keeping it Real and The Classes They Remember: Using Role-Plays to Bring Social Studies and English to Life

"This is the book I wish my team and I had when founding a gaming-themed high school. The case studies not only allay the common concerns that parents and educators have about the appropriateness of combining gaming with education—they cast doubt on the sincerity of any current learning institution that is not doing so."

—Travis Miller, English teacher and cofounder of the Critical Design and Gaming School at Augustus F. Hawkins High School, Los Angeles Unified School District

»

«

"From Pre-K to senior year of high school, play is the most essential component for deeper learning. By mixing theoretical foundations with practical examples, Teaching in the Game-Based Classroom ought to be the go-to text for current and future educators to learn about effectively incorporating games into their classes. The backgrounds of the contributors, ranging from expert scholars to innovative classroom teachers, ensures that David Seelow's book will improve the educational experience for teachers and students alike."
—David Sherrin, NCSS award-winning teacher at Harvest Collegiate High School, New York, and author of Authentic Assessment in Social Studies: A Guide to Keeping it Real and The Classes They Remember: Using Role-Plays to Bring Social Studies and English to Life"This is the book I wish my team and I had when founding a gaming-themed high school. The case studies not only allay the common concerns that parents and educators have about the appropriateness of combining gaming with education—they cast doubt on the sincerity of any current learning institution that is not doing so."
—Travis Miller, English teacher and cofounder of the Critical Design and Gaming School at Augustus F. Hawkins High School, Los Angeles Unified School District

"Engaging and informative . . . allows the reader to understand both the benefits and the challenges of incorporating games into the classroom."
—Learning Ladders, Best Books for Teachers and School Leaders – Summer 2021"David Seelow has culled the best teachers, researchers, and games to provide hands-on guidance for adults looking to introduce games into their classroom . . . the strategies offered within span empathy-building and support for wellness to project-based learning and useful feedback loops. A useful book for educators who want to use games to transform learning."
—iThrive Games

"Look[s] at the various ways in which games are engaging, fun, and instrinsically motivating for players and discuss[es] how educators can leverage games' potential for classroom learning . . . a quick and worthy read for newcomers to GBL and gameful learning."
Teachers College Record

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