PDF Reading Games with Ziggy the Zebra Download
- Author: Marie Rippel
- Publisher:
- ISBN: 9781935197683
- Category :
- Languages : en
- Pages :
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This exciting first-of-its-kind book helps after-school staff members support literacy development while staying faithful to the unique mission of being something other than "more school." The authors explain the role of after-school programs in literacy development and define aspects of literacy development. The book contains 72 fun and engaging activities for all levels of school-age readers.
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Designed to consolidate and reinforce early literacy skills in the areas of rhyming, phonics, word building and sight vocabulary. Develops phonological awareness, listening and concentration skills. In the wider context they encourage cooperative learning and the development of communication skills.
Designed to consolidate and reinforce early literacy skills in the areas of rhyming, phonics, word building and sight vocabulary. Develops phonological awareness, listening and concentration skills. In the wider context they encourage cooperative learning and the development of communication skills.
Children enjoyed it so much they didn’t realise they were being worked so hard. Jo Miles, Learning Support Assistant at Manor Farm Community Junior School, Hazlemere, Buckinghamshire Great speaking and listening activity-setting-up ideas for the Big Write. The games extended the children’s vocabulary. Purposeful learning – love it! Liz Pilgrim, Senior Teacher at Manor Farm Community Junior School, Hazlemere, Buckinghamshire Educational games played in groups or pairs help develop key language and social skills. Based on a range of material to extend vocabulary, punctuation and cross-curricular creativity, Classroom Literacy Games contains original games with suggestions of how to develop writing tasks after playing them. Each game is differentiated four ways and aims to teach literacy (including vocabularly, connectives, openers and punctuation) to higher KS1, KS2 and lower KS3. Printed with dyslexia-friendly fonts, these cross-curricular games are suitable for mixed-ability classrooms, small groups or one-to-one teaching situations. As either photocopiable resources to be used in the classroom or as homework activities, these games will create situations to generate creative writing and for the children to create their own games. They can also be used for EAL, guided reading and weekly Big Write exercises. With minimal preparation time required and a vast number of games, these user-friendly, pick-up-and-go activities will be of interest to any practicing primary and lower KS3 teacher.
This book supports: special learning needs; English language development; reading difficulties; early childhood; communication--P. [4] of cover.
The value of games in teaching and learning has been well-documented in research in education. Here are sixty field-tested games that teach information literacy skills using fun, interactive activities at a variety of skill and knowledge levels.
This delightful collection of easy-to-play games helps kids learn phonemic awareness, sound-letter relationships, sight words, rhymes, word meanings, blends, digraphs, and more. Includes instant, reproducible game boards. For use with Grades K-2.