New Ways In Teaching With Games

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New Ways in Teaching with Games

Author : Ulugbek Nurmukhamedov,Randall Sadler
Publisher : Unknown
Page : 254 pages
File Size : 53,6 Mb
Release : 2020-02-21
Category : Electronic
ISBN : 1945351748

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New Ways in Teaching with Games by Ulugbek Nurmukhamedov,Randall Sadler Pdf

For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!

Using Games to Enhance Learning and Teaching

Author : Nicola Whitton,Alex Moseley
Publisher : Routledge
Page : 234 pages
File Size : 47,8 Mb
Release : 2012
Category : Education
ISBN : 9780415897723

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Using Games to Enhance Learning and Teaching by Nicola Whitton,Alex Moseley Pdf

"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realisticoption for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--

Using Games to Enhance Learning and Teaching

Author : Nicola Whitton,Alex Moseley
Publisher : Routledge
Page : 232 pages
File Size : 45,5 Mb
Release : 2012-05-23
Category : Education
ISBN : 9781136341311

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Using Games to Enhance Learning and Teaching by Nicola Whitton,Alex Moseley Pdf

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Teaching in the Game-Based Classroom

Author : Taylor & Francis Group
Publisher : Eye on Education
Page : 184 pages
File Size : 53,5 Mb
Release : 2021-07-13
Category : Electronic
ISBN : 0367487497

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Teaching in the Game-Based Classroom by Taylor & Francis Group Pdf

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.

New Ways in Teaching with Games

Author : Ulugbek Nurmukhamv,Randall Sadler
Publisher : Unknown
Page : 128 pages
File Size : 50,8 Mb
Release : 2020
Category : Educational games
ISBN : 1945351756

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New Ways in Teaching with Games by Ulugbek Nurmukhamv,Randall Sadler Pdf

For students ranging from young learners to adults, New Ways in Teaching with Games offers more than 90 fresh activities--each with video instruction--that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume introduces traditional, online, and commercial games and explains how they can be used to practice language; Illustrates games that can reinforce language across the four skill areas and encourage both culturally and pragmatically appropriate language productions; and enriches language classrooms with a variety of innovative, learner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic, including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; and Miscellaneous Games. Video instructions included for each activity!

World Class Learners

Author : Yong Zhao
Publisher : Corwin Press
Page : 289 pages
File Size : 42,7 Mb
Release : 2012-06-26
Category : Education
ISBN : 9781452203980

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World Class Learners by Yong Zhao Pdf

In the new global economy, the jobs that exist now might not exist by the time today's students enter the workplace. To succeed in this ever-changing world, students need to be able to think like entrepreneurs: resourcefully, flexibly, creatively, and globally. Researcher and professor Yong Zhao unlocks the secrets to cultivating independent thinkers who are willing and able to think creatively and differently about creating jobs and contributing positively to the globalized society. World Class Learners presents concepts that teachers, administrators, and even parents can implement immediately, including how to Understand and harness the entrepreneurial spirit Foster student autonomy and leadership Encourage inventive learners with necessary resources Develop global partners and resources With the liberty to make meaningful decisions and explore nontraditional learning opportunities, today's students will develop into tomorrow's global entrepreneurs. Book jacket.

How Computer Games Help Children Learn

Author : D. Shaffer
Publisher : Springer
Page : 242 pages
File Size : 43,8 Mb
Release : 2007-02-25
Category : Education
ISBN : 9780230601994

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How Computer Games Help Children Learn by D. Shaffer Pdf

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Author : Gil-Madrona, Pedro
Publisher : IGI Global
Page : 511 pages
File Size : 46,9 Mb
Release : 2022-05-06
Category : Education
ISBN : 9781799896227

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Handbook of Research on Using Motor Games in Teaching and Learning Strategy by Gil-Madrona, Pedro Pdf

Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

Learning by Playing

Author : Fran Blumberg
Publisher : Oxford University Press, USA
Page : 386 pages
File Size : 48,7 Mb
Release : 2014
Category : Education
ISBN : 9780199896646

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Learning by Playing by Fran Blumberg Pdf

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

When Teaching Gets Tough

Author : Allen N. Mendler
Publisher : ASCD
Page : 198 pages
File Size : 42,9 Mb
Release : 2012
Category : Education
ISBN : 9781416613909

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When Teaching Gets Tough by Allen N. Mendler Pdf

When Teaching Gets Tough offers practical strategies for teachers who need help sustaining their energy and enthusiasm for teaching. Written with a deep understanding of the issues that teachers face every day, the book also includes sections for administrators who want to help teachers stay at the top of their game.

The Knowledge Gap

Author : Natalie Wexler
Publisher : Penguin
Page : 354 pages
File Size : 48,9 Mb
Release : 2020-08-04
Category : Education
ISBN : 9780735213562

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The Knowledge Gap by Natalie Wexler Pdf

The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

Games and Education: Designs in and for Learning

Author : Anonim
Publisher : BRILL
Page : 238 pages
File Size : 49,9 Mb
Release : 2018-11-26
Category : Education
ISBN : 9789004388826

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Games and Education: Designs in and for Learning by Anonim Pdf

We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.

Digital Humanities and New Ways of Teaching

Author : Anna Wing-bo Tso
Publisher : Springer
Page : 254 pages
File Size : 51,7 Mb
Release : 2019-01-10
Category : Social Science
ISBN : 9789811312779

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Digital Humanities and New Ways of Teaching by Anna Wing-bo Tso Pdf

This volume includes a variety of first-hand case studies, critical analyses, action research and reflective practice in the digital humanities which ranges from digital literature, library science, online games, museum studies, information literacy to corpus linguistics in the 21st century. It informs readers of the latest developments in the digital humanities and their influence on learning and teaching. With the growing advancement of digital technology, humanistic inquiries have expanded and transformed in unfathomable complexity as new content is being rapidly created. The emergence of electronic archiving, digital scholarship, digitized pedagogy, textual digitization and software creation has brought about huge impacts on both humanities subjects and the university curricula in terms of nature, scope and design. This volume provides insights into what these technological changes mean for all the stakeholders involved and for the ways in which humanities subjects are understood. Part 1 of this volume begins with a broad perspective on digital humanities and discusses the current status of the field in Asia, Canada and Europe. Then, with a special focus on new literacies, educational implications, and innovative research in the digital humanities, Parts 2-4 explore how digital technology revolutionizes art forms, curricula, and pedagogy, revealing the current practices and latest trends in the digital humanities. Written by experts and researchers across Asia, Australia, Canada and Europe, this volume brings global insights into the digital humanities, particularly in the education aspect. It is of interest to researchers and students of cultural studies, literature, education, and technology studies. The strongest point of this collection of work is that, it brings important concepts to the study of digital literacies, for example, looking at it from the perspective of new literacies, languages and education. Daniel Churchill, Associate Professor, Faculty of Education, The University of Hong Kong With a rapidly growing advancement in digital tools, this book has made a relevant contribution by informing readers what the latest development of these tools are, and discusses how they can aid research, libraries, education and even poets across different continents. Samuel Kai-wah Chu, Associate Professor, Faculty of Education, The University of Hong Kong

Choosing and Using Digital Games in the Classroom

Author : Katrin Becker
Publisher : Springer
Page : 411 pages
File Size : 51,6 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.