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Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136341315
Category : Education
Languages : en
Pages : 232

Book Description
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 PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136341315
Category : Education
Languages : en
Pages : 232

Book Description
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 PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136341307
Category : Education
Languages : en
Pages : 234

Book Description
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 PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 0415897726
Category : Education
Languages : en
Pages : 234

Book Description
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.

Learning by Playing

Learning by Playing PDF Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386

Book Description
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.

The Knowledge Gap

The Knowledge Gap PDF Author: Natalie Wexler
Publisher: Penguin
ISBN: 0735213569
Category : Education
Languages : en
Pages : 354

Book Description
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.

Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning PDF Author:
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238

Book Description
We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.

Game On

Game On PDF Author: Ryan L. Schaaf
Publisher: Solution Tree Press
ISBN: 1936763982
Category : Education
Languages : en
Pages : 160

Book Description
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

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

Handbook of Research on Using Motor Games in Teaching and Learning Strategy PDF Author: Gil-Madrona, Pedro
Publisher: IGI Global
ISBN: 1799896226
Category : Education
Languages : en
Pages : 511

Book Description
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.

Quest for Learning

Quest for Learning PDF Author: Marie Alcock
Publisher:
ISBN: 9781942496908
Category : Education
Languages : en
Pages : 0

Book Description
With Foreword by Heidi Hayes Jacobs It's crucial for 21st century teachers and students to determine together what a student will learn and at what pace. This book dives deep into quest learning, a customizable inquiry model tailored to a student's interests, needs, and abilities. Learn how to use questing to engross students in emotionally gripping learning experiences, engage them with actionable goals, build 21st century skills, and promote collaboration in online and physical spaces. Learn how to motivate students using the education quest model: - Foster students' 21st century learning by engaging critical thinking, creativity, collaboration, and self-direction. - Form learning partnerships with students that lead to co-teaching and co-learning. - Explore the three main design types through which students can quest to learn: (1) inquiry, (2) network, and (3) game. - Investigate the guided inquiry design decisions involved in identifying a quest, determining checkpoints, and helping students reflect on their quest. - Use formative assessment templates for engaging students in learning. Contents: Foreword by Heidi Hayes Jacobs Introduction Part I: Establishing Chapter 1: Making the Case for Questing Chapter 2: Identifying Questing Components Chapter 3: Inquiring With Question Design Chapter 4: Playing With Game Design Chapter 5: Building Connections With Network Design Part II: Guiding Chapter 6: Launching the Quest Chapter 7: Introducing Students to Quests Chapter 8: Providing Instructional Support Chapter 9: Demonstrating Learning Appendix A: Frequently Asked Questions Appendix B: Questing Framework Questions Aligned to Decision Matrix Appendix C: Sample Complete Quest References and Resources Index

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 PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 256

Book Description
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. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.