Gamify Literacy

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Gamify Literacy

Author : Michele Haiken
Publisher : Unknown
Page : 128 pages
File Size : 54,7 Mb
Release : 2017
Category : EDUCATION
ISBN : 1564846245

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Gamify Literacy by Michele Haiken Pdf

"Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--

Gamify Literacy

Author : Michele Haiken
Publisher : Unknown
Page : 128 pages
File Size : 48,6 Mb
Release : 2017
Category : EDUCATION
ISBN : 1564846237

Get Book

Gamify Literacy by Michele Haiken Pdf

"Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--

Disciplinary Literacy and Gamified Learning in Middle School Classrooms

Author : Leslie Haas,Jill T. Tussey,Michelle Metzger
Publisher : Springer Nature
Page : 198 pages
File Size : 40,8 Mb
Release : 2022-05-16
Category : Education
ISBN : 9783030994228

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Disciplinary Literacy and Gamified Learning in Middle School Classrooms by Leslie Haas,Jill T. Tussey,Michelle Metzger Pdf

This textbook prepares teachers to incorporate gamified learning experiences into middle school classrooms. Its focus provides concrete examples of how to seamlessly integrate literacy across disciplines in a fun, engaging, and unique way for all learners. Furthermore, this book offers practical information related to pedagogy, content, and differentiation for each lesson. Preservice teachers, practicing teachers, instructional coaches, and administrators can benefit from this user-friendly text and its companion digital components, allowing for replication of lessons based on national standards, backed by best-practices, and supported by differentiated pedagogy. This unique book begins with engineering marvels that span across centuries and locations. The ten chapters, in chronological order, are titled: Acropolis, Petra, Colosseum, Chichen Itza, Moai, Red Square, Taj Mahal, Neuschwanstein, Eiffel Tower, and Sydney Opera House. By focusing on specific examples of human ingenuity, opportunities are created to delve into the historical and social aspects of each chapter’s focus. There are also chances to explore the artistic merit and the art created about and around each marvel. Additional teaching moments lie in understanding the science, engineering, technology, and math embedded in all featured marvels. Each chapter offers material lists, resource materials, and visual/graphic images to support understanding. Teaching tips and differentiation strategies are also provided to support novice and career teachers alike.

Gamify Literacy

Author : Michele Haiken
Publisher : Unknown
Page : 176 pages
File Size : 48,6 Mb
Release : 2017
Category : Education
ISBN : 1564843866

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Gamify Literacy by Michele Haiken Pdf

Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels.

Exploring Genre through Gamified Adventures in Elementary Classrooms

Author : Jill T. Tussey,Leslie Haas
Publisher : Springer
Page : 0 pages
File Size : 43,6 Mb
Release : 2024-01-06
Category : Education
ISBN : 303141716X

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Exploring Genre through Gamified Adventures in Elementary Classrooms by Jill T. Tussey,Leslie Haas Pdf

This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images to support understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders.

Personalized Reading

Author : Michele Haiken,L. Robert Furman
Publisher : International Society for Technology in Education
Page : 178 pages
File Size : 44,6 Mb
Release : 2022-08-29
Category : Education
ISBN : 9781564846815

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Personalized Reading by Michele Haiken,L. Robert Furman Pdf

Get practical strategies and classroom-ready ideas to incorporate technology in the 6–12 curriculum to improve skills in reading, critical thinking and digital literacy. Due to the diversity of readers in today’s classrooms, teachers are called upon to teach not reading, but readers. Personalized Reading highlights four different types of readers -- the struggling reader, the reluctant reader, English learners and advanced readers -- and presents ways to use technology tools to accommodate their different reading styles. With this book, you’ll get answers to questions like: How can teachers meet the needs of all learners to help them think critically and communicate effectively? How can teachers approach reading of visual, print and digital text? This book will: • Help teachers empower students with the skills and strategies they need for reading success, and to find joy in reading. • Inspire teachers to think beyond the text to help meet students where they are and raise the level of thinking about teaching readers. • Provide activities and lessons to help support the diverse learners that enter the classroom, and highlight a variety of technology tools to tap into the multifaceted texts students can access. With this book, secondary teachers will develop the skills they need to help students select their own texts, conduct reading workshops and teach students to read both print and visual texts, while identifying what works best for each student to maximize learning and potential.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author : Lane, Carol-Ann
Publisher : IGI Global
Page : 958 pages
File Size : 49,6 Mb
Release : 2022-01-07
Category : Language Arts & Disciplines
ISBN : 9781799872733

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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by Lane, Carol-Ann Pdf

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Game It Up!

Author : David Folmar
Publisher : Rowman & Littlefield
Page : 149 pages
File Size : 53,6 Mb
Release : 2015-08-14
Category : Language Arts & Disciplines
ISBN : 9781442253360

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Game It Up! by David Folmar Pdf

Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A–Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: badge hunts for staff orientation; a “face of the library” game for patron services; badges for your programs; augmented reality and a catalog Easter egg hunt; interactive fiction for information literacy education; and top-down video games for library orientation.

What’s Hot in Literacy

Author : Evan Ortlieb,Stephanie Grote-Garcia,Jack Cassidy,Earl H. Cheek Jr
Publisher : Emerald Group Publishing
Page : 152 pages
File Size : 44,5 Mb
Release : 2020-09-30
Category : Education
ISBN : 9781839098765

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What’s Hot in Literacy by Evan Ortlieb,Stephanie Grote-Garcia,Jack Cassidy,Earl H. Cheek Jr Pdf

This book showcases hot topics in literacy, providing teachers with practices for literacy improvement. The international scholars which comprise the author line-up for this edited collection describe the evidence-based research findings from their research in K-12 schools to demonstrate how literacy success is fostered across the globe.

Developing Video Game Literacy in the EFL Classroom

Author : Roger Dale Jones
Publisher : Narr Francke Attempto Verlag
Page : 364 pages
File Size : 47,7 Mb
Release : 2018-07-16
Category : Literary Criticism
ISBN : 9783823392484

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Developing Video Game Literacy in the EFL Classroom by Roger Dale Jones Pdf

Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

New Realms for Writing

Author : Michele Haiken
Publisher : International Society for Technology in Education
Page : 146 pages
File Size : 54,9 Mb
Release : 2022-08-24
Category : Education
ISBN : 9781564847881

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New Realms for Writing by Michele Haiken Pdf

Boost students’ communication and writing skills, with strategies and examples to help them craft their own stories, tell their truth and be heard. The world should be the driving curriculum in our schools. Assignments should be authentic, have real-world connections and encourage students to create meaningful work. Accordingly, content created and read in school should go beyond books and include podcasts, popular culture, games and films to help students build writing and critical-thinking skills. New Realms for Writing features a variety of teacher-created resources and samples of student work to illustrate how teachers can design inquiry units for their content area that are authentic and engage students while developing digital age skills. This book: • Provides insights into creating and using innovative materials and texts that are differentiated and personalized to student learners, specifically for teaching writing. • Provides pedagogy and lesson ideas that promote student choice and voice within units of study that make cross-curricular connections. • Offers tips to ensure that tech tools support student learning -- while not driving it. There are many great tech tools to support learning, but the conversation must center on thoughtful teaching and purpose, with tech supporting robust pedagogy. This book offers strategies and lesson ideas to help teachers make sure their instruction does just that.

Information Literacy: Lifelong Learning and Digital Citizenship in the 21st Century

Author : Serap Kurbanoglu,Sonja Spiranec,Esther Grassian,Diane Mizrachi,Ralph Catts
Publisher : Springer
Page : 786 pages
File Size : 53,9 Mb
Release : 2014-12-13
Category : Education
ISBN : 9783319141367

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Information Literacy: Lifelong Learning and Digital Citizenship in the 21st Century by Serap Kurbanoglu,Sonja Spiranec,Esther Grassian,Diane Mizrachi,Ralph Catts Pdf

This book constitutes the refereed proceedings of the European Conference on Information Literacy, ECIL 2014, held in Dubrovnik, Croatia, in October 2014. The 93 revised full papers presented together with two keynotes and one invited paper were carefully reviewed and selected from 283 submissions. The papers are organized in topical sections on theoretical framework; related concepts; research; rights and ethics; children; higher education; education and instruction; assessment and evaluation; libraries; different aspects.

Design Ed

Author : Angela Elkordy,Ayn Keneman
Publisher : International Society for Technology in Education
Page : 248 pages
File Size : 47,5 Mb
Release : 2022-08-24
Category : Education
ISBN : 9781564847515

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Design Ed by Angela Elkordy,Ayn Keneman Pdf

Design Ed provides a foundation for the science of learning and shows how to apply design thinking strategies to drive engagement for digital age learners. Researchers in learning sciences are pioneering instructional technologies that have the capacity to revolutionize the educational system. By combining design thinking methodology with strong theoretical frameworks in the learning sciences, educators can improve learning to help students thrive. This book lays out the intersection between theory, design and reflective practice to help educators understand individual learner differences and the impact of context upon learning. With this foundation, you’ll develop the skills you need to design powerful and effective learning experiences, particularly when using digital technologies. Topics covered include: • Educators as learning designers • Shaping experiences for digital age learning through digital media and digital environments • Design and format of educational interventions • The role of reflective practice and evaluating the impact on student learning Throughout the text, the authors emphasize the “why” behind the use of technology and the “how” to enact learning design for all digital age learners.

Engaging Young Readers

Author : L. Robert Furman
Publisher : International Society for Technology in Education
Page : 154 pages
File Size : 47,5 Mb
Release : 2022-08-26
Category : Education
ISBN : 9781564847355

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Engaging Young Readers by L. Robert Furman Pdf

This book features practical reading strategies for elementary students, with a focus on how technology can be used to improve the skills of a wide range of readers. Educators must be able to engage with readers at every level. They must also be able to evaluate where each student lies on the continuum and improve students’ skills to bring them to the appropriate level. Engaging Young Readers is a beginner-level guide focusing on developmental reading strategies for elementary students at all stages, with guidance on how to use technology to improve the skills of beginning readers, struggling readers, reluctant readers, enriched readers and English Language Learners (ELLs). Topics covered include: • Using music as an instructional tool • Choral reading and read alouds • Graphic organizers • Dramatic learning and literature circles • Writing workshops • And much more! This book gives teachers the strategies and technology they need to meet their students where they are in their reading ability so they can move forward in their personalized skill development.

Disciplinary Literacy and Gamified Learning in Elementary Classrooms

Author : Leslie Haas,Michelle Metzger,Jill T. Tussey
Publisher : Springer Nature
Page : 187 pages
File Size : 45,9 Mb
Release : 2022-02-04
Category : Education
ISBN : 9783030803490

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Disciplinary Literacy and Gamified Learning in Elementary Classrooms by Leslie Haas,Michelle Metzger,Jill T. Tussey Pdf

This textbook provides real world examples of how disciplinary literacy can incorporate gamified learning opportunities in elementary classrooms (grades K-5 or ages 5-11). It also presents concrete examples of how to seamlessly integrate literacy within other subjects in engaging and unique ways. Furthermore, this text offers practical information related to pedagogy, content, and differentiation for each lesson. Preservice teachers, practicing teachers, instructional coaches, and administrators can benefit from this user-friendly text and its companion digital components, allowing for replication of lessons based on national standards, backed by best-practices, and supported by differentiated pedagogy. This unique volume begins with engineering marvels that span across centuries and locations. The eight chapters focus on the following marvels in chronological order: Great Pyramid of Giza, Stonehenge, Leaning Tower of Pisa, Great Wall of China, Machu Picchu, Panama Canal, Golden Gate Bridge, and International Space Station. By focusing on these specific examples of human ingenuity, opportunities are created to delve into the historical and social aspects of each chapter’s focus. There are also occasions to explore the artistic merit and the art created about and around each focus. Additional teaching opportunities lie in understanding the science, engineering, technology, and math embedded in all featured marvels. Each chapter features an adventure roadmap in the form of a narrative quest set against the chapter’s marvel that guides teachers and student players through embedded activities. Activities are designed for lower elementary school (grades K-2 or ages 5-8) and upper elementary school (grades 3-5 or ages 8-11). Instructional support for both novice and career teachers is provided through differentiation strategies, resource materials, and teaching tips.