Teaching in the Game-Based Classroom
Practical Strategies for Grades 6-12
Herausgeber: Seelow, David
Teaching in the Game-Based Classroom
Practical Strategies for Grades 6-12
Herausgeber: Seelow, David
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Teaching in the Game-Based Classroom is a hands-on guide to leveraging studentsâ embrace of video games toward successful school performance.
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Teaching in the Game-Based Classroom is a hands-on guide to leveraging studentsâ embrace of video games toward successful school performance.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 198
- Erscheinungstermin: 13. Juli 2021
- Englisch
- Abmessung: 229mm x 152mm x 11mm
- Gewicht: 294g
- ISBN-13: 9780367487492
- ISBN-10: 0367487497
- Artikelnr.: 62114929
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 198
- Erscheinungstermin: 13. Juli 2021
- Englisch
- Abmessung: 229mm x 152mm x 11mm
- Gewicht: 294g
- ISBN-13: 9780367487492
- ISBN-10: 0367487497
- Artikelnr.: 62114929
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
David Seelow is Founder of the Revolutionary Learning blog and an education service provider. He is Senior Adjunct Professor of English at the College of Saint Rose, U.S.A., and was Founding Executive Director of the Center for Game and Simulation-Based Learning.
Introduction: The Urgency of Innovation 1. Improve Student Engagement with
Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3.
Minecraft and Socially Situated Student Learning 4. Minecraft and
Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching
Mathematical Fluency 6. Level Up Science: Design Thinking, Games and
Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About
Cells from the Inside Out 8. "Living in Media: Why Teach the World's Most
Controversial Video Game?" 9. Engaging History through Student Authored
Text Adventure Games 10. An Overview of Live Immersive Social Interactives
and their Educational Value for Grades 6-12 11. Don't Split the Party:
Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting
Student Health and Well-being with Digital Games 13. Using Games for
Empathy, Compassion and Care 14. What We Learned from Games to Make
Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle,
What then?" Afterword
Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3.
Minecraft and Socially Situated Student Learning 4. Minecraft and
Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching
Mathematical Fluency 6. Level Up Science: Design Thinking, Games and
Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About
Cells from the Inside Out 8. "Living in Media: Why Teach the World's Most
Controversial Video Game?" 9. Engaging History through Student Authored
Text Adventure Games 10. An Overview of Live Immersive Social Interactives
and their Educational Value for Grades 6-12 11. Don't Split the Party:
Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting
Student Health and Well-being with Digital Games 13. Using Games for
Empathy, Compassion and Care 14. What We Learned from Games to Make
Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle,
What then?" Afterword
Introduction: The Urgency of Innovation 1. Improve Student Engagement with
Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3.
Minecraft and Socially Situated Student Learning 4. Minecraft and
Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching
Mathematical Fluency 6. Level Up Science: Design Thinking, Games and
Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About
Cells from the Inside Out 8. "Living in Media: Why Teach the World's Most
Controversial Video Game?" 9. Engaging History through Student Authored
Text Adventure Games 10. An Overview of Live Immersive Social Interactives
and their Educational Value for Grades 6-12 11. Don't Split the Party:
Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting
Student Health and Well-being with Digital Games 13. Using Games for
Empathy, Compassion and Care 14. What We Learned from Games to Make
Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle,
What then?" Afterword
Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3.
Minecraft and Socially Situated Student Learning 4. Minecraft and
Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching
Mathematical Fluency 6. Level Up Science: Design Thinking, Games and
Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About
Cells from the Inside Out 8. "Living in Media: Why Teach the World's Most
Controversial Video Game?" 9. Engaging History through Student Authored
Text Adventure Games 10. An Overview of Live Immersive Social Interactives
and their Educational Value for Grades 6-12 11. Don't Split the Party:
Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting
Student Health and Well-being with Digital Games 13. Using Games for
Empathy, Compassion and Care 14. What We Learned from Games to Make
Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle,
What then?" Afterword