New Traditional Games for Learning

New Traditional Games for Learning

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  • Author: Alex Moseley
  • Publisher: Routledge
  • ISBN: 113507237X
  • Category : Education
  • Languages : en
  • Pages : 234

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.


New Ways in Teaching with Games

New Ways in Teaching with Games

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  • Author: Ulugbek Nurmukhamedov
  • Publisher:
  • ISBN: 9781945351747
  • Category :
  • Languages : en
  • Pages : 254

For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!


Children's Traditional Games

Children's Traditional Games

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  • Author: Judy Sierra
  • Publisher: Greenwood
  • ISBN:
  • Category : Social Science
  • Languages : en
  • Pages : 256

This is one of those rare reference books that teachers and students alike find entertaining and useful. Judy Sierra and Robert Kaminski, renowned storytellers and folklorists, describe popular games from 137 countries and cultures, including over 20 games from Native American groups. Each game is easily learned and can be played by small groups in the classroom or on the playground. Clear instructions are given for all games, and simple diagrams are included where applicable.


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

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

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  • Author: Gil-Madrona, Pedro
  • Publisher: IGI Global
  • ISBN: 1799896226
  • Category : Education
  • Languages : en
  • Pages : 511

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.


Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

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  • Author: Nicola Whitton
  • Publisher: Routledge
  • ISBN: 0415897726
  • Category : Education
  • Languages : en
  • Pages : 234

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.


Digital Games and Learning

Digital Games and Learning

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  • Author: Nicola Whitton
  • Publisher: Routledge
  • ISBN: 113621643X
  • Category : Education
  • Languages : en
  • Pages : 232

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.


Learning by Playing

Learning by Playing

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  • Author: Fran Blumberg
  • Publisher: Oxford University Press, USA
  • ISBN: 019989664X
  • Category : Education
  • Languages : en
  • Pages : 386

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 Value of Games

The Value of Games

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  • Author: Kaye Bennett Dotson
  • Publisher: Rowman & Littlefield Publishers
  • ISBN: 147584641X
  • Category : Games & Activities
  • Languages : en
  • Pages : 177

This work brings together a collection of games that have been a part of childhood through the ages, games that continue to be played in various forms around the world. Many anthologies of folktales, music, and other forms of art have been collected for readers, but there are not many works on the subject of traditional childhood games and their role in the important “work” of childhood, which is in fact play. This book helps to meet a growing interest among educators and parents to encourage natural play and creativity in a world that is increasingly digital. Directions, descriptions, illustrations, of traditional childhood games, supported by educational theory are included. The material covered will not only help parents and educators to support children in play, but will also provide an anthology for consultation by those who see the need to preserve traditional play long associated with childhood.


Solution Focused Practice Around the World

Solution Focused Practice Around the World

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  • Author: Kirsten Dierolf
  • Publisher: Routledge
  • ISBN: 0429649126
  • Category : Psychology
  • Languages : en
  • Pages : 198

Solution Focused Practice Around the World provides an exploration of the diverse uses of SF and offers fascinating insights into how the Solution Focused approach is currently used in many applications around the globe. Bringing together prominent authors, practitioners and trainers, the collection is divided into five sections: theory; therapeutic applications; working with children and adolescents; coaching and working with organisations. Originating from the first international conference on Solution Focused practice spanning all applications of the approach, the chapters provide a grounding in the theory and practice, and an exploration of the breadth and depth of Solution Focused therapy. All practitioners of the Solution Focused approach globally as well as those working in the wider fields of therapy, social work, education, coaching and human resources will benefit from this text and the applicability of the inherent theories to their area of expertise.


Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning

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  • Author: Ryoju Hamada
  • Publisher: Springer Nature
  • ISBN: 9811380392
  • Category : Political Science
  • Languages : en
  • Pages : 557

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.