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.


Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom

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  • Author: David Seelow
  • Publisher: CRC Press
  • ISBN: 1000411737
  • Category : Education
  • Languages : en
  • Pages : 188

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.


We the Gamers

We the Gamers

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  • Author: Karen Schrier
  • Publisher: Oxford University Press
  • ISBN: 0190926139
  • Category : Games & Activities
  • Languages : en
  • Pages : 224

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.


Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

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  • Author: Tussey, Jill
  • Publisher: IGI Global
  • ISBN: 1799874664
  • Category : Education
  • Languages : en
  • Pages : 571

The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.


Disciplinary Literacy Connections to Popular Culture in K-12 Settings

Disciplinary Literacy Connections to Popular Culture in K-12 Settings

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  • Author: Haas, Leslie
  • Publisher: IGI Global
  • ISBN: 1799847225
  • Category : Education
  • Languages : en
  • Pages : 423

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.


Immersive Learning

Immersive Learning

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  • Author: Craig Frehlich
  • Publisher: Rowman & Littlefield Publishers
  • ISBN: 1475857950
  • Category : Education
  • Languages : en
  • Pages : 171

Most people want to reach their maximum potential; and the use of tools are no different. Some say power is influence. If this is true, then virtual reality has “superpowers” because of its ability to make the unreal viscerally real, engaging and immersive. Thanks to these powers VR can influence and affect education in ways that no technology tool has in the past. This book will help people understand the power and true potential of virtual reality (or VR). The prime directive of this book is to provide educators with a way of thinking about how to use virtual reality in education in order to reveal its true superpowers. And, to arm educators with several hands-on lessons to get them started on implementing VR as a tool to enhance learning outcomes. Ultimately, the book aims to have educators clearly understand VR’s role in transforming education, thus reaching its maximum potential.


Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

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  • Author: David Seelow
  • Publisher: CRC Press
  • ISBN: 1000818942
  • Category : Computers
  • Languages : en
  • Pages : 299

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.


100 Fun & Easy Learning Games for Kids

100 Fun & Easy Learning Games for Kids

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  • Author: Amanda Boyarshinov
  • Publisher: Page Street Publishing
  • ISBN: 1624141978
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 208

Learn While You Play With These Fun, Creative Activities & Games From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own. All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills! The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.


Playful Teaching, Learning Games

Playful Teaching, Learning Games

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  • Author: Myint Swe Khine
  • Publisher: Brill / Sense
  • ISBN: 9789460914591
  • Category : Computer-assisted instruction
  • Languages : en
  • Pages : 133

Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.


Knowledge Games

Knowledge Games

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  • Author: Karen Schrier
  • Publisher: JHU Press
  • ISBN: 1421419211
  • Category : Education
  • Languages : en
  • Pages : 281

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.