Making School a Game Worth Playing

Digital Games in the Classroom

Ryan Schaaf, Nicky Mohan

EPUB
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SAGE Publications img Link Publisher

Geisteswissenschaften, Kunst, Musik / Pädagogik

Beschreibung

Integrate game-based learning for 21st Century skills success! Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom. This practical guide helps teachers use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline, a revised Bloom's Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning! "e;This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels."e; -Carrie Trudden, Educational Technology Teacher Howard County Public School System, Clarksville, MD "e;Schaaf and Mohan present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games."e; -Danea A. Farley, Associate Professor and Coordinator of Technology Notre Dame of MD University

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