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Using Games To Enhance Learning And Teaching

Using Games To Enhance Learning And Teaching

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Author by : Nicola Whitton
Languange Used : en
Release Date : 2012
Publisher by : Routledge

ISBN : 9780415897723

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....



Using Games To Enhance Learning And Teaching

Using Games To Enhance Learning And Teaching

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Author by : Nicola Whitton
Languange Used : en
Release Date : 2012-05-23
Publisher by : Routledge

ISBN : 9781136341311

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

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Author by : Nicola Whitton
Languange Used : en
Release Date : 2012-05-23
Publisher by : Routledge

ISBN : 9781136341304

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....



Game On

Game On

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Author by : Ryan L. Schaaf
Languange Used : en
Release Date : 2016-10-25
Publisher by : Solution Tree Press

ISBN : 9781936763986

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...



The Art And Science Of Teaching

The Art And Science Of Teaching

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Author by : Robert J. Marzano
Languange Used : en
Release Date : 2007
Publisher by : ASCD

ISBN : 9781416606581

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....



Learning By Playing

Learning By Playing

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Author by : Fran Blumberg
Languange Used : en
Release Date : 2014
Publisher by : Oxford University Press, USA

ISBN : 9780199896646

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....



It S Game Time

It S Game Time

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Author by : Nicholas J. Rinaldi
Languange Used : en
Release Date : 2015-03-18
Publisher by : Rowman & Littlefield

ISBN : 9781475815245

Successful teachers are typically capable of keeping their students actively involved, but one way to guarantee students' attention is through the use of classroom games. Besides being a welcome change-of-pace to routine lessons, games can be a lot of fun for both the students and the teacher. It's Game Time!: Games to Enhance Classroom Learning enables the teacher to decide when and how to use games to effectively complement their teaching philosophy and style to meet the needs of their students by providing over 40 games that can be used in any class at any level. Playing games in the classroom can enhance learning by providing a non-tedious, pleasant form of drill and practice help the students to learn the course content be useful in providing for individual differences motivate students to improve study habits relate course content to individual interests give more students a chance to be successful encourage cooperation among students help promote student leadership...



Game Based Learning And The Power Of Play

Game Based Learning And The Power Of Play

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Author by : Pauline Rooney
Languange Used : en
Release Date : 2016-08-17
Publisher by : Cambridge Scholars Publishing

ISBN : 9781443898416

In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage....



Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study

Gaming For Classroom Based Learning Digital Role Playing As A Motivator Of Study

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Author by : Baek, Young Kyun
Languange Used : en
Release Date : 2010-05-31
Publisher by : IGI Global

ISBN : 9781615207145

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills....



Primary Games

Primary Games

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Author by : Steve Sugar
Languange Used : en
Release Date : 2002-09-13
Publisher by : John Wiley & Sons

ISBN : 9780787965259

Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving....