101 Great Classroom Games

101 Great Classroom Games

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  • Author: Alexis Ludewig
  • Publisher: McGraw Hill Professional
  • ISBN: 0071594027
  • Category : Business & Economics
  • Languages : en
  • Pages : 270

101 ways to energize any ho-hum day Created by award-winning educators, these easy-to-learn, giggle-as-you-go games are designed to be both fun and educational. These activities in reading, logic, science, measuring, listening, social studies, and math are the perfect complement to your K-5 curriculum. Get the fun and the learning started with games such as: Bug Bite: Players flip over vocabulary word cards and slap the table when a bug card comes up. Whoever slaps first reads all the words and then keeps the card. The child with the most cards wins! Bull's-Eye Feather Math: Children blow feathers around a bull's-eye game board with straws as they sharpen their multiplication skills. Geography Baseball: Players find map locations that are “pitched” to them. The more “hits” they get, the faster they score runs. Fishy Facts: Players snag paper fish with a fishing pole and hook. If they can answer the question on the side of the fish, they score. . . . and many more! BONUS: Games are ranked for noise levels!


Theater Games for the Classroom

Theater Games for the Classroom

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  • Author: Viola Spolin
  • Publisher: Northwestern University Press
  • ISBN: 9780810140042
  • Category : Education
  • Languages : en
  • Pages : 252

A collection of games and music to aid the drama teacher and give ideas for varied classes.


Using Games and Simulations in the Classroom

Using Games and Simulations in the Classroom

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  • Author: Henry Ellington
  • Publisher: Routledge
  • ISBN: 1134731787
  • Category : Education
  • Languages : en
  • Pages : 175

Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.


Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom

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  • Author: Katrin Becker
  • Publisher: Springer
  • ISBN: 3319122231
  • Category : Education
  • Languages : en
  • Pages : 429

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.


Making School a Game Worth Playing

Making School a Game Worth Playing

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  • Author: Ryan Schaaf
  • Publisher: Corwin Press
  • ISBN: 1483375137
  • Category : Education
  • Languages : en
  • Pages : 221

Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to 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. Create engaged, adventure-filled learning with this resourceful guide!


101 Classroom Games

101 Classroom Games

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  • Author: Gareth Long
  • Publisher: Human Kinetics
  • ISBN: 0736095101
  • Category : Education
  • Languages : en
  • Pages : 146

101 Classroom Games: Energize Learning in Any Subject helps students improve their study skills, aids them in reviewing material, prepares them for assessments, and makes the learning experience enjoyable. Each game has stimulating content with variations and progressions as well as teaching points to keep the game fun, interesting, and effective.


EDrenaline Rush

EDrenaline Rush

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  • Author: John Meehan
  • Publisher:
  • ISBN: 9781949595383
  • Category :
  • Languages : en
  • Pages : 260

What if going to school captured the thrills and excitement of a theme park? Just imagine what your classroom would be like if the activities inside elicited the same sense of fun and exhilaration as a roller coaster! How much more engaged would your students be if your curriculum were filled with the same mystery and mastery they found in an escape room full of puzzles and surprising twists? School should be fun! In EDrenaline Rush, John Meehan pulls back the curtain on what it takes to create thrilling learning experiences in your classroom. Packed with lesson planning tips, instructional design ideas, and plug-and-play teaching resources, EDrenaline Rush will challenge you to think differently and equip you to push your pedagogy to incredible limits. Create classrooms where students willingly step outside of their comfort zones and boldly dare to attempt the impossible. "Packed with practical tips and great writing that will have you coming back for more of his dynamic, rigorous approach to classroom teaching." --Alexis Wiggins, teacher and author of The Best Class You Never Taught "This is a must-buy and should be a must-implement for anyone who wants to create positive change in their schools." --Michael Matera, teacher and author of eXPlore Like a Pirate "Every classroom can be filled with 'student-centered edrenaline, ' and after reading EDrenaline Rush you will be motivated to make it happen." --Scott Rocco, EdD, Hamilton Township (NJ) School District Superintendent and co-author of 140 Twitter Tips for Educators and Hacking Google for Education "EDrenaline Rush is the ultimate surprise and delight!" --Monica Cornetti, CEO of Sententia Gamification, GamiCon Gamemaster


ESL Games and Classroom Activities

ESL Games and Classroom Activities

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  • Author: PH. D. Lucia Gorea
  • Publisher: Aeon Pub Incorporated
  • ISBN: 9781595260680
  • Category : Education
  • Languages : en
  • Pages : 160

"Reproducible exercises to sharpen skills and raise achievement."


700 Classroom Activities

700 Classroom Activities

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  • Author: David Seymour
  • Publisher:
  • ISBN: 9783190028986
  • Category : Angleščina - Jezikovni pouk - Metodika - Priročniki
  • Languages : en
  • Pages : 154


Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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  • Author: Karen Schrier
  • Publisher: Lulu.com
  • ISBN: 0359984010
  • Category : Education
  • Languages : en
  • Pages : 584

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.