The Gamified Classroom

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Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

Author : Jonathan Cassie
Publisher : ASCD
Page : 195 pages
File Size : 45,9 Mb
Release : 2016-06-28
Category : Education
ISBN : 9781416623038

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Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students 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?

The Gamified Classroom

Author : James Abela
Publisher : Independently Published
Page : 90 pages
File Size : 50,9 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

Ditch That Textbook

Author : Matt Miller
Publisher : Unknown
Page : 240 pages
File Size : 44,5 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.

The Multiplayer Classroom

Author : Lee Sheldon
Publisher : CRC Press
Page : 419 pages
File Size : 53,9 Mb
Release : 2020-03-09
Category : Computers
ISBN : 9781000039122

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The Multiplayer Classroom by Lee Sheldon Pdf

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Gamify Your Classroom

Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 50,6 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.

Gamify Your Classroom

Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 49,7 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.

Gamification in Education: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 40,9 Mb
Release : 2018-01-05
Category : Education
ISBN : 9781522551997

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Gamification in Education: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

EDrenaline Rush

Author : John Meehan
Publisher : Unknown
Page : 260 pages
File Size : 49,8 Mb
Release : 2019-06-16
Category : Electronic
ISBN : 1949595382

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EDrenaline Rush by John Meehan Pdf

What if going to school captured the thrills and excitement of a theme park? Just imagine what your classroom would be like if the activities inside elicited the same sense of fun and exhilaration as a roller coaster! How much more engaged would your students be if your curriculum were filled with the same mystery and mastery they found in an escape room full of puzzles and surprising twists? School should be fun! In EDrenaline Rush, John Meehan pulls back the curtain on what it takes to create thrilling learning experiences in your classroom. Packed with lesson planning tips, instructional design ideas, and plug-and-play teaching resources, EDrenaline Rush will challenge you to think differently and equip you to push your pedagogy to incredible limits. Create classrooms where students willingly step outside of their comfort zones and boldly dare to attempt the impossible. "Packed with practical tips and great writing that will have you coming back for more of his dynamic, rigorous approach to classroom teaching." --Alexis Wiggins, teacher and author of The Best Class You Never Taught "This is a must-buy and should be a must-implement for anyone who wants to create positive change in their schools." --Michael Matera, teacher and author of eXPlore Like a Pirate "Every classroom can be filled with 'student-centered edrenaline, ' and after reading EDrenaline Rush you will be motivated to make it happen." --Scott Rocco, EdD, Hamilton Township (NJ) School District Superintendent and co-author of 140 Twitter Tips for Educators and Hacking Google for Education "EDrenaline Rush is the ultimate surprise and delight!" --Monica Cornetti, CEO of Sententia Gamification, GamiCon Gamemaster

The Gamified Classroom

Author : Adriana Sterling
Publisher : Unknown
Page : 0 pages
File Size : 44,5 Mb
Release : 2024-01-10
Category : Education
ISBN : 9798224403530

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The Gamified Classroom by Adriana Sterling Pdf

"The Gamified Classroom: Taking Learning to the Next Level" is a comprehensive guide that explores the concept of gamified learning and its potential to revolutionize education. In this book, readers will gain a deep understanding of gamification in education, its benefits, and the challenges and considerations involved in implementing it in the classroom. The book provides practical strategies and techniques for creating a gamified classroom environment using game-based assessments, personalizing learning, building a community of learners, and addressing challenges and resistance. It also delves into the future of gamified learning, including emerging technologies, expanding gamification beyond the classroom, ethical considerations, and professional development for educators.

Gamify Literacy

Author : Michele Haiken
Publisher : Unknown
Page : 176 pages
File Size : 51,8 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.

Gamification in A Flipped Classroom

Author : Zamzami Zainuddin
Publisher : Springer Nature
Page : 212 pages
File Size : 52,7 Mb
Release : 2024-05-25
Category : Electronic
ISBN : 9789819722198

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Gamification in A Flipped Classroom by Zamzami Zainuddin Pdf

Gamification in Learning and Education

Author : Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton
Publisher : Springer
Page : 159 pages
File Size : 42,7 Mb
Release : 2017-09-19
Category : Education
ISBN : 9783319472836

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Gamification in Learning and Education by Sangkyun Kim,Kibong Song,Barbara Lockee,John Burton Pdf

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Power Up Your Classroom

Author : Lindsey Blass,Cate Tolnai
Publisher : International Society for Technology in Education
Page : 129 pages
File Size : 47,7 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.

Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education

Author : Khan, Amar Ali,Umair, Sajid
Publisher : IGI Global
Page : 399 pages
File Size : 50,6 Mb
Release : 2017-07-12
Category : Education
ISBN : 9781522527077

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Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education by Khan, Amar Ali,Umair, Sajid Pdf

The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. The Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education is a pivotal reference source featuring the latest scholarly research on the opportunities and challenges of using handheld technology devices in primary and secondary education. Including coverage on a wide variety of topics and perspectives such as blended learning, game-based curriculum, and software applications, this publication is ideally designed for educators, researchers, students, and technology experts seeking current research on new trends in the use of technology in education.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 41,7 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.