Level Up Your Classroom The Quest To Gamify Your Lessons And Engage Your Students

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Level Up Your Classroom

Author : Jonathan Cassie
Publisher : ASCD
Page : 195 pages
File Size : 46,5 Mb
Release : 2016-06-28
Category : Education
ISBN : 9781416622055

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Level Up Your Classroom by Jonathan Cassie Pdf

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Game On! Level Up Your Teaching With Gamification

Author : John Riggs
Publisher : John Riggs
Page : 89 pages
File Size : 41,6 Mb
Release : 2023-07-16
Category : Education
ISBN : 8210379456XXX

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Game On! Level Up Your Teaching With Gamification by John Riggs Pdf

Transform your classroom and captivate your students with gamified learning! This practical book equips educators with strategies and tools to integrate game elements into their teaching. Learn how to boost student engagement, motivation, and academic achievement. Author John Riggs draws from his 10+ years of experience revamping his own middle school classes with gamification. He guides you step-by-step through concepts like rewards, competition, storytelling, and technology integration to create an interactive, game-inspired learning environment. Discover how to design engaging gamified lessons, deliver impactful instruction, and overcome implementation challenges. Packed with real-world examples and insights from teachers already using gamification successfully, this book details proven techniques to unlock your students’ curiosity and agency. Help them take ownership of their learning, develop collaboration skills, and think critically. Aligned activities and immersive experiences fueled by game mechanics will transform your classroom culture. Whether you're new to gamification or looking to improve your current strategies, Game On! will equip you with the knowledge and confidence to create joyful learning through gamification. Your students will be eager to unlock new levels of skills and understanding as education becomes an adventure!

Gamify Your Classroom

Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 41,7 Mb
Release : 2014
Category : Educational games
ISBN : 1433126710

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Gamify Your Classroom by Matthew Farber Pdf

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Power Up Your Classroom

Author : Lindsey Blass,Cate Tolnai
Publisher : International Society for Technology in Education
Page : 129 pages
File Size : 50,6 Mb
Release : 2022-08-24
Category : Education
ISBN : 9781564847966

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Power Up Your Classroom by Lindsey Blass,Cate Tolnai Pdf

Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai’s paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration. Together, they began to ask … what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers? This book: • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. • Features a downloadable full-color game board that can be used in tandem with the book. • Provides access to an accompanying website that offers dynamic elements and book study questions. • Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning.

Gamify Your Classroom

Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 51,5 Mb
Release : 2014
Category : Educational games
ISBN : 1433126702

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Gamify Your Classroom by Matthew Farber Pdf

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Lesson Imaging in Math and Science

Author : Michelle Stephan,David Pugalee,Julie Cline,Chris Cline
Publisher : ASCD
Page : 190 pages
File Size : 50,8 Mb
Release : 2016-10-26
Category : Education
ISBN : 9781416622857

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Lesson Imaging in Math and Science by Michelle Stephan,David Pugalee,Julie Cline,Chris Cline Pdf

From respected voices in STEM education comes an innovative lesson planning approach to help turn students into problem solvers: lesson imaging. In this approach, teachers anticipate how chosen activities will unfold in real time—what solutions, questions, and misconceptions students might have and how teachers can promote deeper reasoning. When lesson imaging occurs before instruction, students achieve lesson objectives more naturally and powerfully. A successful STEM unit attends to activities, questions, technology, and passions. It also entails a careful detailed image of how each activity will play out in the classroom. Lesson Imaging in Math and Science presents teachers with A process of thinking through the structure and implementation of a lesson A pathway to discovering ways to elicit student thinking and foster collaboration An opportunity to become adept at techniques to avoid shutting down the discussion—either by prematurely giving or acknowledging the “right” answer or by casting aside a “wrong” answer Packed with classroom examples, lesson imaging templates, and tips on how to start the process, this book is sure to help teachers anticipate students’ ideas and questions and stimulate deeper learning in science, math, engineering, and technology.

The Gamified Classroom

Author : James Abela
Publisher : Independently Published
Page : 90 pages
File Size : 47,9 Mb
Release : 2020-08-30
Category : Electronic
ISBN : 9798673151310

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The Gamified Classroom by James Abela Pdf

In this book you will learn how gamification can create lessons that truly engage students, challenging them to solve problems and develop their own computational thinking. We look at the methods used in video games to create hooks, on-board students, and keep your students motivated. We also look at flow, which enables us to ensure the learning curve is neither frustratingly hard nor boringly easy, and then provide you with a complete system to create your own gamified syllabus. Gamification has become especially important during the Covid-19 crisis, where you might need to engage in distance teaching, and some teachers are reporting very low online engagement. Contrast this with my own online classes, which had 100% attendance and in some cases students were putting in an extra 60 hours of extra credit work. There has never been a better time to learn from video games! Using gamification will improve the motivation of your students and even make assessment fun! And it can be used in class and at a distance too! "As a creativity zealot myself, I am eager to incorporate all I have learned from this must-have book into my own practice as soon as possible and to support the Faculty I support in my role as a coach to do likewise for the sake of the children we aim to encourage and support. Get this book. Consume it. Put it into practice. Share it with every teacher you know." Sean ThompsonTeacher, Author, ADE & Creativity Guru"It is very approachable with many concrete examples and I loved the humour. This book should be compulsory subject matter in teacher training!!!"Tommy GysenbergsTeacher, Apple Distinguished Educator

Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work

Author : Keengwe, Jared,Byamukama, Robert
Publisher : IGI Global
Page : 418 pages
File Size : 53,7 Mb
Release : 2018-07-06
Category : Education
ISBN : 9781522563327

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Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work by Keengwe, Jared,Byamukama, Robert Pdf

Global awareness and competency has become an essential part of higher education and professional development. Expanding beyond the traditional ideas of learning and education, it is important to provide research that will help students prepare for the global future. The Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work is a pivotal reference source that provides vital research on the intersection of life and work skills in higher education and professional development. While highlighting topics such as research engagement, learning assessment, and multicultural competence, this publication explores the preparation of twenty-first century learners, as well as the methods of promoting critical and creative thinking. This book is ideally designed for educators, academicians, education administrators, researchers, and upper-level students seeking current research on global knowledge and skills in contemporary education and organizations.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Author : David Seelow
Publisher : CRC Press
Page : 299 pages
File Size : 46,9 Mb
Release : 2022-12-21
Category : Computers
ISBN : 9781000818949

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Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning by David Seelow Pdf

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Disciplinary Literacy Connections to Popular Culture in K-12 Settings

Author : Haas, Leslie,Tussey, Jill
Publisher : IGI Global
Page : 423 pages
File Size : 47,5 Mb
Release : 2020-11-13
Category : Education
ISBN : 9781799847229

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Disciplinary Literacy Connections to Popular Culture in K-12 Settings by Haas, Leslie,Tussey, Jill Pdf

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Research Anthology on Developing Critical Thinking Skills in Students

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1537 pages
File Size : 55,6 Mb
Release : 2020-10-02
Category : Business & Economics
ISBN : 9781799830238

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Research Anthology on Developing Critical Thinking Skills in Students by Management Association, Information Resources Pdf

Learning strategies for critical thinking are a vital part of today’s curriculum as students have few additional opportunities to learn these skills outside of school environments. Therefore, it is essential that educators be given practical strategies for improving their critical thinking skills as well as methods to effectively provide critical thinking skills to their students. The Research Anthology on Developing Critical Thinking Skills in Students is a vital reference source that helps to shift and advance the debate on how critical thinking should be taught and offers insights into the significance of critical thinking and its effective integration as a cornerstone of the educational system. Highlighting a range of topics such as discourse analysis, skill assessment and measurement, and critical analysis techniques, this multi-volume book is ideally designed for teachers/instructors, instructional designers, curriculum developers, education professionals, administrators, policymakers, researchers, and academicians.

Bold Moves for Schools

Author : Heidi Hayes Jacobs,Marie Hubley Alcock
Publisher : ASCD
Page : 225 pages
File Size : 45,6 Mb
Release : 2017-03-10
Category : Education
ISBN : 9781416623632

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Bold Moves for Schools by Heidi Hayes Jacobs,Marie Hubley Alcock Pdf

What will it take to create truly contemporary learning environments that meet the demands of 21st-century society, engage learners, and produce graduates who are prepared to succeed in the world? What skills and capacities do teachers and leaders need to create and sustain such schools? What actions are necessary? Bold Moves for Schools offers a compelling vision that answers these questions—and action steps to make the vision a reality. Looking through the lenses of three pedagogies—antiquated, classical, and contemporary—authors Heidi Hayes Jacobs and Marie Hubley Alcock examine every aspect of K–12 education, including curriculum, instruction, assessment, and the program structures of space—both physical and virtual—time, and grouping of learners and professionals. In a new job description for teachers, Jacobs and Alcock highlight and expound on the following roles: self-navigating professional learner, social contractor, media critic and media maker, innovative designer, globally connected citizen, and advocate for learners and learning. With thought-provoking proposals and practical strategies for change, Bold Moves for Schools sets educators on the path to redefining their profession and creating exciting new learning environments. The challenge is unprecedented. The possibilities are unlimited.

Improve Every Lesson Plan with SEL

Author : Jeffrey Benson
Publisher : ASCD
Page : 152 pages
File Size : 55,8 Mb
Release : 2021-04-21
Category : Education
ISBN : 9781416630043

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Improve Every Lesson Plan with SEL by Jeffrey Benson Pdf

"Good lesson plans have an almost mysterious power; they declare that all information can be interesting, that every skill acquired broadens our potentials to make a better world, and that all impassioned activity leads to learning. Our best teachers have shown us over and over that life is not a struggle against boredom and compliance; it is a wonder to be apprehended. Every bit of SEL you can integrate into your planning will not only begin to heal the wounds of passivity, racism, and inequity, but also give students an experience today, in your classroom, of that better world." Jeffrey Benson draws from his 40-plus years of experience as a teacher and an administrator to provide explicit, step-by-step guidance on how to incorporate social and emotional learning (SEL) into K–12 lesson planning–without imposing a separate SEL curriculum. The book identifies SEL skills in three broad categories: skills for self, interpersonal skills, and skills as a community member. It offers research-based strategies for seamlessly integrating these skills into every section of lesson plans, from introducing a topic in a way that sparks students' interest, to accessing prior knowledge, providing direct instruction, allowing time for experimentation and discovery, using formative assessment, and closing a lesson in a purposeful rather than haphazard manner. In addition to practical advice on lesson planning that can lead to improved student motivation and achievement, Benson offers inspiration, urging both new and veteran teachers to seize every opportunity to develop caring, joyful communities of learners whose experiences and skills can contribute to a better, more equitable world both inside and outside the classroom.

Ditch That Textbook

Author : Matt Miller
Publisher : Unknown
Page : 240 pages
File Size : 51,9 Mb
Release : 2015-04-13
Category : Education
ISBN : 1946444251

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Ditch That Textbook by Matt Miller Pdf

Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.

Play to Learn

Author : John E. Riggs
Publisher : John Riggs
Page : 63 pages
File Size : 52,7 Mb
Release : 2024-01-27
Category : Education
ISBN : 8210379456XXX

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Play to Learn by John E. Riggs Pdf

"Play to Learn: Harnessing Gamification For Student Success" is an innovative and insightful guide for educators who are eager to bring a new level of engagement and excitement to their classrooms. This book is tailored for K-12 teachers, administrators, and educational technologists looking to harness the power of gamification to boost student success. In today’s educational landscape, keeping students motivated and engaged is more challenging than ever. "Play to Learn" offers a fresh perspective, merging the thrill of gaming with educational content, to create a learning experience that is as enjoyable as it is effective. What does "Play to Learn" offer? A Comprehensive Guide to Gamification: Understand the core principles of gamification and how they can be applied effectively in an educational context. Practical Implementation Strategies: Get hands-on with easy-to-implement techniques and tools to bring gamified learning to life in your classroom. Real-World Success Stories: Draw inspiration from a variety of case studies that demonstrate the transformative power of gamification in diverse educational settings. Research-Based Approaches: Rely on the latest educational research and studies to back your gamification strategies, ensuring they're grounded in proven methods. Adaptability to Diverse Learning Needs: Learn to customize gamification approaches to cater to different learning styles, ensuring an inclusive learning environment for all students. Navigating Challenges: Gain insights into potential challenges and pitfalls of gamification in education and learn effective strategies to overcome them. "Play to Learn" is more than just a book; it’s a journey into the heart of what makes learning effective and enjoyable. It empowers educators to transform their classrooms into dynamic, interactive spaces where learning is not just a task, but a rewarding and engaging adventure. Ideal for those who are new to gamification as well as seasoned educators looking to enhance their teaching techniques, "Play to Learn" is an invaluable resource. Dive into this book and discover how to turn every lesson into an engaging game and every classroom into a space where students are not only educated but also inspired. Get your copy of "Play to Learn: Harnessing Gamification For Student Success" and start reshaping the future of education—one game at a time! Ready to transform your classroom into a dynamic and engaging space where learning is not just a task, but an exciting adventure? "Play to Learn: Increase Student Outcomes Through Meaningful Play" is the key to unlocking the full potential of your students and revolutionizing your teaching approach. Boost Student Success: Discover how gamification can motivate and engage students like never before, leading to improved academic performance. Experience the Thrill of Gaming: Learn how to merge the excitement of gaming with educational content to create a truly immersive and enjoyable learning experience. Transformative Case Studies: Draw inspiration from real-world success stories that showcase the incredible impact of gamification in diverse educational settings. Proven Research-Based Approaches: Utilize the latest educational research and studies to ensure your gamification strategies are grounded in effective methods. Inclusivity for All Learners: Customize gamification techniques to suit different learning styles and create an inclusive learning environment for all students. Overcome Challenges: Gain insights into potential obstacles and learn effective strategies to overcome them, ensuring the success of your gamification efforts. "Play to Learn" is not just a book, it's a journey into the heart of effective and enjoyable learning. It empowers educators to transform their classrooms and inspire their students to reach new heights. Ideal for both beginners and experienced educators, "Play to Learn" is an invaluable resource for anyone looking to enhance their teaching techniques. Don't miss out on this opportunity to reshape the future of education, one game at a time. Get your copy now before the price changes!