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Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000411737
Category : Education
Languages : en
Pages : 198
Book Description
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.

Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000411737
Category : Education
Languages : en
Pages : 198
Book Description
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.

Pre-service Teacher Education in Game-Based Learning

Pre-service Teacher Education in Game-Based Learning PDF Author: Mamta Shah
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 456
Book Description
This mixed methods study investigates pre-service teacher education in game-based learning. Fourteen (9 graduate and 5 undergraduate) pre-service teachers completed a 10-weeks game-based learning course, which prepared them in game analysis, game integration, and ecological conditions impacting game use in school contexts using the Game Network Analysis (GaNA) framework. It was found that participants acquired knowledge of the methods involved in game-based learning. Learning about the significance of teacher roles, game selection, and contextual factors for successful adoption of games in schools was particularly insightful for participants. The quantitative component of the study examined knowledge gain using a range of instruments, including pretest-posttest knowledge surveys and pretest-midtest-posttest game integration scenario tests. Despite no prior education in game-based learning, casual to limited game playing experience, and emergent school practicum experience, participants acquired statistically significant knowledge about game analysis, game integration, and ecological conditions impacting game use in K-12 settings. They also successfully demonstrated the application of their knowledge to design game-based learning lesson plans. The interpretive component of this study examined the nature of understanding participants acquired about game-based learning and the methods involved in game-based learning. Data obtained from pretest-posttest knowledge surveys and pretest-midtest-posttest game integration scenario tests were triangulated with data collected using a pre-background survey, participant and video observations, and a post-focus group interview. Analyses of these data indicated that participants 'knowledge about game analysis evolved from game explorations and selection to evaluation, leading them use their information about the game for developing an implementation plan. Participants' understanding of game integration encompassed teacher and student roles in a game-based classroom and the design of experiences to augment the impact of games for teaching and learning. Participants comprehended the situated nature of teachers' knowledge of game-based learning. They began to recognize how technological, social, and pedagogical factors within their context could not only impact teachers' decisions during game analysis and integration, but also impact the overall success of adoption of game-based learning as an instructional approach. The findings of this study indicate that pre-service teacher education in the methods of game-based learning is important. This study can inform the design of opportunities for developing and assessing teachers' competence in game-based learning. Finally, this research supports the arguments for research on advancing the use of digital games in K-12 education in an ecological manner.

Leading Issues in Games Based Learning

Leading Issues in Games Based Learning PDF Author: Thomas Connolly
Publisher: Academic Conferences Limited
ISBN: 1908272252
Category :
Languages : en
Pages :
Book Description
It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.

Gamify Your Classroom

Gamify Your Classroom PDF Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433135026
Category : Education
Languages : en
Pages :
Book Description
This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study PDF Author: Baek, Young Kyun
Publisher: IGI Global
ISBN: 1615207147
Category : Computers
Languages : en
Pages : 358
Book Description
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

ECGBL 2017 11th European Conference on Game-Based Learning

ECGBL 2017 11th European Conference on Game-Based Learning PDF Author:
Publisher: Academic Conferences and publishing limited
ISBN: 1911218573
Category :
Languages : en
Pages :
Book Description


Making School a Game Worth Playing

Making School a Game Worth Playing PDF Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375137
Category : Education
Languages : en
Pages : 160
Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Teacher Education: Concepts, Methodologies, Tools, and Applications

Teacher Education: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522501657
Category : Education
Languages : en
Pages : 1663
Book Description
Educators play a significant role in the intellectual and social development of children and young adults. Next-generation teachers can only be as strong as their own educational foundation which serves to cultivate their knowledge of the learning process, uncover best practices in the field of education, and employ leadership abilities that will inspire students of all ages. Teacher Education: Concepts, Methodologies, Tools, and Applications explores the current state of pre-service teacher programs as well as continuing education initiatives for in-service educators. Emphasizing the growing role of technology in teacher skill development and training as well as key teaching methods and pedagogical developments, this multi-volume work compiles research essential to higher education professionals and administrators, educational software developers, and researchers studying pre-service and in-service teacher training.

Computer Games in the EFL Classroom

Computer Games in the EFL Classroom PDF Author: Marie Schneider
Publisher: Anchor Academic Publishing (aap_verlag)
ISBN: 3954890682
Category : Language Arts & Disciplines
Languages : en
Pages : 126
Book Description
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.