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!


Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

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  • Author: Nicola Whitton
  • Publisher: Routledge
  • ISBN: 1136341315
  • Category : Education
  • Languages : en
  • Pages : 233

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.


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.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 233

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


When Teaching Gets Tough

When Teaching Gets Tough

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  • Author: Allen N. Mendler
  • Publisher: ASCD
  • ISBN: 1416614516
  • Category : Education
  • Languages : en
  • Pages : 203

Are you overwhelmed by unruly students, difficult parents, and never-ending classroom distractions? Are you tired of scavenging and pleading for basic school supplies? Do you wonder if anyone notices or cares how much effort you put into teaching every day? If you answered yes to any of these questions, then this book is for you. When Teaching Gets Tough offers practical strategies you can use to make things better right away. Veteran educator Allen Mendler organizes the discussion around four core challenges: * Managing difficult students * Working with unappreciative and irritating adults * Making the best of an imperfect environment * Finding time to take top-notch care of yourself When Teaching Gets Tough is there when you need help to reclaim and sustain your energy and enthusiasm for teaching. Written with a deep understanding of the issues that teachers face every day, the book also includes sections for administrators who want to help teachers stay at the top of their game. Allen Mendler is an educator and school psychologist and the author of Connecting with Students and co-author of Discipline with Dignity, 3rd edition .


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.


Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

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  • Author: Felicia, Patrick
  • Publisher: IGI Global
  • ISBN: 1609604962
  • Category : Education
  • Languages : en
  • Pages : 1374

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.


Teaching Children to Care

Teaching Children to Care

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  • Author: Ruth Charney
  • Publisher: Center for Responsive Schools, Inc.
  • ISBN: 1892989085
  • Category : Education
  • Languages : en
  • Pages : 449

"Ruth Charney gives teachers help on things that really matter. She wants children to learn how to care for themselves, their fellow students, their environment, and their work. Her book is loaded with practical wisdom. Using Charney's positive approach to classroom management will make the whole school day go better." - Nel Noddings, Professor Emeritus, Stanford University, and author of Caring This definitive work about classroom management will show teachers how to turn their vision of respectful, friendly, academically rigorous classrooms into reality. The new edition includes: More information on teaching middle-school students Additional strategies for helping children with challenging behavior Updated stories and examples from real classrooms. "Teaching Children to Care offers educators a practical guide to one of the most effective social and emotional learning programs I know of. The Responsive Classroom approach creates an ideal environment for learning—a pioneering program every teacher should know about." - Daniel Goleman, Author of Emotional Intelligence "I spent one whole summer reading Teaching Children to Care. It was like a rebirth for me. This book helped direct my professional development. After reading it, I had a path to follow. I now look forward to rereading this book each August to refresh and reinforce my ability to effectively manage a social curriculum in my classroom." - Gail Zimmerman, second-grade teacher, Jackson Mann Elementary School, Boston, MA


Teaching Mathematics Through Games

Teaching Mathematics Through Games

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  • Author: Mindy Capaldi
  • Publisher: American Mathematical Soc.
  • ISBN: 1470462842
  • Category : Education
  • Languages : en
  • Pages : 160

Active engagement is the key to learning. You want your students doing something that stimulates them to ask questions and creates a need to know. Teaching Mathematics Through Games presents a variety of classroom-tested exercises and activities that provoke the active learning and curiosity that you hope to promote. These games run the gamut from well-known favorites like SET and Settlers of Catan to original games involving simulating structural inequality in New York or playing Battleship with functions. The book contains activities suitable for a wide variety of college mathematics courses, including general education courses, math for elementary education, probability, calculus, linear algebra, history of math, and proof-based mathematics. Some chapter activities are short term, such as a drop-in lesson for a day, and some are longer, including semester-long projects. All have been tested, refined, and include extensive implementation notes.


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.