Using Video Games to Level Up Collaboration for Students

Using Video Games to Level Up Collaboration for Students

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  • Author: Matthew Harrison
  • Publisher: Taylor & Francis
  • ISBN: 1000588920
  • Category : Education
  • Languages : en
  • Pages : 173

Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.


Teaching Coding in K-12 Schools

Teaching Coding in K-12 Schools

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  • Author: Therese Keane
  • Publisher: Springer Nature
  • ISBN: 3031219708
  • Category : Education
  • Languages : en
  • Pages : 420

This book contains highly effective ways to teach coding and computational thinking skills throughout primary and secondary schooling. It outlines a research informed path for students from birth to 18 years, identifying key skills and learning activities. Based on global perspectives and research at each stage, it outlines how these findings can be applied in the classroom. Teaching coding to students in K-12 has been a skillset that has been debated across educational jurisdictions globally for some time. The book provides examples of schools that are teaching coding to students in engaging and relevant ways, delivering well thought out compulsory curriculums. Additionally, it provides examples of schools where coding is not mandated in the curriculum and is taught in an ad-hoc manner. Through the full discussion of all of these varied examples, the book presents both sides of the serious and ongoing debate in the field as to whether coding should be taught in an explicit way at all. The increasing school of thought that teaching coding is a skill that is already obsolete, and the focus should be on computational thinking is completely examined and presented. In this book, both sides of the argument, as well as the specific, meticulous research underlying each side, are given equal weight. The debate is a serious one and requires a clearly defined thematic response with evidence on all sides of the argument presented rationally. This book does just that. Created by carefully selected authors from around the world, it will be a highly studied research reference.


Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce

Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce

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  • Author: Chakravarti, Sriya
  • Publisher: IGI Global
  • ISBN: 1668455196
  • Category : Education
  • Languages : en
  • Pages : 257

The time has come to refine the education ecosystem in such a way that it generates wealth-creating careers, personalized learning, and upskilling for all types of employment opportunities so that the current and next generation of the world can find long-term social stability, sound mental health, and financial agility. From an educator’s point of view, this is possible through high-quality education that is relevant to a particular society and effective educational policies that promote a culture of innovation, encourage risk-taking, and continuously monitor productivity through the training and development of teachers. Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce disseminates the best practices on high-quality education, teaching training, teacher/student entrepreneurship, and wealth-generating careers. It presents information on refining education through teacher development sessions and training. Covering topics such as capacity building, personalized learning, and teacher trainee development, this book is an excellent resource for educators and administrators of K-12 and higher education, academic advisors, preservice teachers, teacher educators, policymakers, librarians, researchers, and academicians.


Digital Learning and Collaborative Practices

Digital Learning and Collaborative Practices

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  • Author: Eva Brooks
  • Publisher: Taylor & Francis
  • ISBN: 1000403505
  • Category : Education
  • Languages : en
  • Pages : 220

• Outlines a holistic, evidence-based mindset shift for designing and implementing technology-rich learning experiences that are attentive to social concerns such as equity, ethics, play, diversity, and democratic participation. • Driven by a balance of theoretical and methodological chapters with grounded empirical bases. • Concludes with a future-focused discussion about upcoming digital competencies and the implications of applying design-oriented approaches to digital learning practices.


Level Up! The Guide to Great Video Game Design

Level Up! The Guide to Great Video Game Design

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  • Author: Henry Harvin
  • Publisher: Henry Harvin
  • ISBN: 8196413963
  • Category : Computers
  • Languages : en
  • Pages : 751

"Level Up! The Guide to Great Video Game Design" is the ultimate handbook for gamers of all levels. Whether you're a casual player or a seasoned pro, this book has something for everyone. With detailed guides on popular games, tips and tricks to improve your skills, and insights into the gaming industry, you'll be able to take your gaming to the next level. Learn how to master your favorite games with step-by-step instructions and expert advice. Discover new games and genres to explore, and get insider knowledge on the latest gaming trends. From PC to console to mobile gaming, this book covers it all. But "Level Up! The Guide to Great Video Game Design" isn't just about playing games – it's also about building a community around your passion. Find out how to connect with other gamers, join online communities, and even start your own gaming channel or stream. Packed with valuable information and entertaining anecdotes, "Guide to Gaming" is a must-read for anyone who loves gaming.


Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

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  • Author: Jonathan Cassie
  • Publisher: ASCD
  • ISBN: 1416623035
  • Category : Education
  • Languages : en
  • Pages : 195

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?


Handmade Teaching Materials for Students With Disabilities

Handmade Teaching Materials for Students With Disabilities

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  • Author: Ikuta, Shigeru
  • Publisher: IGI Global
  • ISBN: 1522562419
  • Category : Education
  • Languages : en
  • Pages : 396

Due to the varied history of learning among disabled students, educators should ideally develop content tailored to each student’s specific needs. However, in order to accomplish this, educators require easy-to-handle software and hardware for creating original content and aid for students with disabilities in their classes. Handmade Teaching Materials for Students With Disabilities provides emerging research exploring the theoretical and practical aspects of materials and technology made to help teachers in providing content and aid for students with disabilities and their applications within education. Featuring coverage on a broad range of topics such as assistive technologies, instructional practice, and teaching materials, this book is ideally designed for school teachers, pre-service teachers, academicians, researchers, and parents seeking current research on advancements in materials provided for teachers of disabled students.


Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1522551999
  • Category : Education
  • Languages : en
  • Pages : 677

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.


Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

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  • Author: Martínez-Hita, María
  • Publisher: IGI Global
  • ISBN: 1668452413
  • Category : Education
  • Languages : en
  • Pages : 360

Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.


Beyond the Blackboard

Beyond the Blackboard

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  • Author: Johan van Rooyen, Ruban Ganeshu
  • Publisher: Notion Press
  • ISBN:
  • Category : Education
  • Languages : en
  • Pages : 356

The educational landscape is undergoing a profound transformation, particularly as we move beyond 2024, driven by technological advancements, personalized learning, and a shift in pedagogical approaches. Technology has revolutionized classrooms with virtual environments, AI-driven education, and interactive simulations, allowing for a more tailored learning experience. The focus has shifted to lifelong learning, essential for staying relevant in a rapidly changing world. Global connectivity facilitates collaboration and cultural understanding, breaking down traditional classroom barriers. Additionally, there's a growing emphasis on developing new skills like creativity, emotional intelligence, and digital literacy, responding to evolving job market demands. Alternative credentialing, inclusive learning, and redefined teacher roles are also shaping this new educational paradigm. Future trends, including AI-powered personalization, immersive technologies, blockchain for credentialing, and hybrid learning models, underscore the dynamic and evolving nature of education, preparing individuals for future challenges and opportunities.