An Educator S Guide To Using Minecraft In The Classroom

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An Educator's Guide to Using Minecraft® in the Classroom

Author : Colin Gallagher
Publisher : Peachpit Press
Page : 289 pages
File Size : 50,7 Mb
Release : 2014-10-08
Category : Games & Activities
ISBN : 9780133858020

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An Educator's Guide to Using Minecraft® in the Classroom by Colin Gallagher Pdf

Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.

Minecraft in the Classroom

Author : Shane Asselstine,Dan Bloom,Stephen Elford,James E. York
Publisher : Pearson Education
Page : 289 pages
File Size : 55,7 Mb
Release : 2015
Category : Education
ISBN : 9780133858013

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Minecraft in the Classroom by Shane Asselstine,Dan Bloom,Stephen Elford,James E. York Pdf

Offers essential advice and captivating projects for using Minecraft to enhance students' learning experience. Learn how educators are using Minecraft as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

The On-Your-Feet Guide to Blended Learning

Author : Catlin R. Tucker
Publisher : Corwin
Page : 0 pages
File Size : 51,5 Mb
Release : 2019-04-02
Category : Education
ISBN : 1544377991

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The On-Your-Feet Guide to Blended Learning by Catlin R. Tucker Pdf

Blended learning is more than just "teaching with technology"; it allows teachers to maximize learning through deliberate instructional moves. This On-Your-Feet Guide zeroes in on one blended learning routine: Station Rotation. The Station Rotation model moves small groups of students through a series of online and off-line stations, building conceptual understanding and skills along the way. This On-Your-Feet-Guide provides: 7 steps to planning a Station Rotation lesson A full example of one teacher's Station Rotation A blank planning template for designing your own Station Rotation Helpful assessment strategies for monitoring learning at each station Ideas to adapt for low-tech classrooms or large class sizes Use blended learning to maximize learning and keep kids constantly engaged through your next Station Rotation lesson! Laminated, 8.5”x11” tri-fold (6 pages), 3-hole punched

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms

Author : Seann Dikkers,et al.
Publisher : Lulu.com
Page : 166 pages
File Size : 51,6 Mb
Release : 2015
Category : Minecraft (Game)
ISBN : 9781312832565

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TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms by Seann Dikkers,et al. Pdf

Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you'd expect.

Minecraft in the Classroom

Author : Collin Gallagher
Publisher : Unknown
Page : 128 pages
File Size : 48,8 Mb
Release : 2014
Category : Learning, Psychology of
ISBN : 0133991040

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Minecraft in the Classroom by Collin Gallagher Pdf

Offers essential advice and captivating projects for using Minecraft to enhance students' learning experience. Learn how educators are using Minecraft as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

Choosing and Using Digital Games in the Classroom

Author : Katrin Becker
Publisher : Springer
Page : 411 pages
File Size : 43,8 Mb
Release : 2016-09-29
Category : Education
ISBN : 9783319122236

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Choosing and Using Digital Games in the Classroom by Katrin Becker Pdf

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.

Using Tools and Building a City in Minecraft

Author : Adam Hellebuyck,Mike Medvinsky
Publisher : Cherry Lake
Page : 32 pages
File Size : 40,7 Mb
Release : 2019-01-01
Category : Juvenile Nonfiction
ISBN : 9781534140899

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Using Tools and Building a City in Minecraft by Adam Hellebuyck,Mike Medvinsky Pdf

Using the fun, interactive world of Minecraft and key concepts in STEAM, two teachers developed the Minecraft and STEAM series to be used in and out of the classroom. In Minecraft and STEAM, students discover that Minecraft isn't just a game, it's a tool that can be used to learn about real-world science, technology, engineering, art, and math. Using Tools and Building a City in Minecraft: Technology focuses on technology but includes other STEAM concepts in the sidebars. Includes table of contents, glossary, index, sources for further reading, and an extension activity.

Ten on the Sled

Author : Kim Norman
Publisher : Union Square & Co.
Page : 28 pages
File Size : 55,6 Mb
Release : 2011-06-28
Category : Juvenile Fiction
ISBN : 9781402795824

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Ten on the Sled by Kim Norman Pdf

Author Kim Norman (Crocodaddy) and illustrator Liza Woodruff have whipped up a rollicking, jolly, snow-filled adventure! In the land of the midnight sun, all the animals are having fun speeding down the hill on Caribous sled. But as they go faster and faster, Seal, Hare, Walrus, and the others all fall off…until just Caribous left, only and lonely. Now, a reindeer likes flying-but never alone, so…one through ten, all leap on again! An ideal picture book for reading-and singing along with-over and over.

Unschooling To University

Author : Judy Arnall
Publisher : Professional Parenting
Page : 384 pages
File Size : 43,7 Mb
Release : 2018-09-21
Category : Family & Relationships
ISBN : 9781775178606

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Unschooling To University by Judy Arnall Pdf

Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.

Minecraft Maths

Author : Gameplay Publishing,Minecraft Library
Publisher : Createspace Independent Publishing Platform
Page : 58 pages
File Size : 50,5 Mb
Release : 2016-04-01
Category : Electronic
ISBN : 1530833272

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Minecraft Maths by Gameplay Publishing,Minecraft Library Pdf

Who knew that math could be so cool? Minecraft is an educational game full of mathematical concepts. Inside this book, you will find fun, Minecraft themed kid-appealing math problems to solve. With over 90 math problems on topics from jungle temples to creeper battles, this book bursts with math that looks nothing like school. The book will help children practice the essential math skills they learn in school. Provides practice at all the major topics for Grades 3-5 with emphasis on division, addition, subtraction and relationships among fractions, decimals, and percentages. Spatial awareness, area and volume measurement are covered too. The idea is to make it easy for teachers or parents to supplement what kids are learning in school with complementary math problems that are more engaging and fun.

The Wiley International Handbook of History Teaching and Learning

Author : Scott Alan Metzger,Lauren McArthur Harris
Publisher : John Wiley & Sons
Page : 704 pages
File Size : 45,6 Mb
Release : 2018-04-10
Category : History
ISBN : 9781119100737

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The Wiley International Handbook of History Teaching and Learning by Scott Alan Metzger,Lauren McArthur Harris Pdf

A comprehensive review of the research literature on history education with contributions from international experts The Wiley International Handbook of History Teaching and Learning draws on contributions from an international panel of experts. Their writings explore the growth the field has experienced in the past three decades and offer observations on challenges and opportunities for the future. The contributors represent a wide range of pioneering, established, and promising new scholars with diverse perspectives on history education. Comprehensive in scope, the contributions cover major themes and issues in history education including: policy, research, and societal contexts; conceptual constructs of history education; ideologies, identities, and group experiences in history education; practices and learning; historical literacies: texts, media, and social spaces; and consensus and dissent. This vital resource: Contains original writings by more than 40 scholars from seven countries Identifies major themes and issues shaping history education today Highlights history education as a distinct field of scholarly inquiry and academic practice Presents an authoritative survey of where the field has been and offers a view of what the future may hold Written for scholars and students of education as well as history teachers with an interest in the current issues in their field, The Wiley International Handbook of History Teaching and Learning is a comprehensive handbook that explores the increasingly global field of history education as it has evolved to the present day.

Digital Games and Language Learning

Author : Mark Peterson,Kasumi Yamazaki,Michael Thomas
Publisher : Bloomsbury Publishing
Page : 253 pages
File Size : 48,5 Mb
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 9781350133020

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Digital Games and Language Learning by Mark Peterson,Kasumi Yamazaki,Michael Thomas Pdf

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Minecraft Volume 1 (Graphic Novel)

Author : Sfé R. Monster
Publisher : Dark Horse Comics
Page : 88 pages
File Size : 44,9 Mb
Release : 2019-06-04
Category : Juvenile Fiction
ISBN : 9781506708348

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Minecraft Volume 1 (Graphic Novel) by Sfé R. Monster Pdf

The first Graphic Novel in the world of Gaming Phenomenon Minecraft! Tyler is your everyday kid whose life is changed when his family has to move from the town he's always known. Thankfully, Tyler has a strong group of friends forever linked in the world of Minecraft! Tyler, along with his friends Evan, Candace, Tobi, and Grace have been going on countless adventures together across the expanses of the Overworld and are in need of a new challenge. They decide to go on the Ultimate Quest--to travel to the End and face off against the ender dragon!

Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms

Author : Courtney-Dattola, Ashley
Publisher : IGI Global
Page : 805 pages
File Size : 53,8 Mb
Release : 2021-12-17
Category : Education
ISBN : 9781799884071

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Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms by Courtney-Dattola, Ashley Pdf

Teaching is a demanding profession as there is constant fluctuation and evolution. A portion of teaching is the ability to be able to adapt to various environments, especially shifting from in-person instruction to online practices. Over the last few years, early childhood and elementary school classrooms have been thrust into hybrid and remote learning environments, and it is vital that educators and institutions adapt to new practices and create various outlets for teachers to be able to more adequately reach their young audience. The Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms is a critical resource to assist teachers as they develop online teaching practices and work to cater to young students so that they can receive the strongest benefits from their education. Through coverage of topics such as hybrid learning and parental involvement, paired with sample lesson plans, course formats, concepts, ideas, and additional components to further the body of research pertaining to remote learning, this book is tremendously beneficial to administrators, researchers, academicians, practitioners, instructors, and students.

Handbook of Research on Teaching With Virtual Environments and AI

Author : Panconesi, Gianni,Guida, Maria
Publisher : IGI Global
Page : 811 pages
File Size : 44,6 Mb
Release : 2021-02-19
Category : Education
ISBN : 9781799876397

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Handbook of Research on Teaching With Virtual Environments and AI by Panconesi, Gianni,Guida, Maria Pdf

The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.