Gamify Your Classroom A Field Guide To Gamebased Learning 71 New Literacies And Digital Epistemologies
Matthew Farber
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Livro novo; R�pido do Reino Unido; N�o ficar� desapontado - New book; Fast from the UK; Will not be disappointed
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Gamify Your Classroom A Field Guide To Gamebased Learning 71 New Literacies And Digital Epistemologies
This book is a field guide on how to implement game-based learning and gamification techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy), Henry Jenkins (Provost Professor at University of Southern California), Katie Salen (Founder, Institute of Play),...
This book is a field guide on how to implement game-based learning and gamification techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy), Henry Jenkins (Provost Professor at University of Southern California), Katie Salen (Founder, Institute of Play),...
Gamify Your Classroom A Field Guide To Gamebased Learning...
Resumo
Gamify Your Classroom A Field Guide To Gamebased Learning 71 New Literacies And Digital Epistemologies
This book is a field guide on how to implement game-based learning and gamification techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy), Henry Jenkins (Provost Professor at University of Southern California), Katie Salen (Founder, Institute of Play), Bernie DeKoven (Author, A Playful Path), Richard Bartle (Bartle's Player Type Theory), Kurt Squire (Games + Learning + Society Center), Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games), Erin Hoffman (GlassLab Games), Jesse Schell (Schell Games/Professor at Carnegie Mellon), Tracy Fullerton (University of Southern California Game Innovation Lab), Alan Gershenfeld (E-Line Media), Noah Falstein (Chief Game Designer, Google), Valerie Shute (Professor at Florida State University), Lee Sheldon (Author, The Multiplayer Classroom), Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change), Toby Rowland (MangaHigh), Jocelyn Leavitt (Hopscotch), Krishna Vedati (Tynker), and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!
Nº de Páginas: 263
Encadernação: Capa Dura / Hardback
Tema: Communication studies
This book is a field guide on how to implement game-based learning and gamification techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy), Henry Jenkins (Provost Professor at University of Southern California), Katie Salen (Founder, Institute of Play), Bernie DeKoven (Author, A Playful Path), Richard Bartle (Bartle's Player Type Theory), Kurt Squire (Games + Learning + Society Center), Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games), Erin Hoffman (GlassLab Games), Jesse Schell (Schell Games/Professor at Carnegie Mellon), Tracy Fullerton (University of Southern California Game Innovation Lab), Alan Gershenfeld (E-Line Media), Noah Falstein (Chief Game Designer, Google), Valerie Shute (Professor at Florida State University), Lee Sheldon (Author, The Multiplayer Classroom), Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change), Toby Rowland (MangaHigh), Jocelyn Leavitt (Hopscotch), Krishna Vedati (Tynker), and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author's experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!
Nº de Páginas: 263
Encadernação: Capa Dura / Hardback
Tema: Communication studies
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Características
- Editora
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Peter Lang Inc., International Academic Publishers
- Idiomas
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Inglês
- Número de páginas
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263,0
- Peso
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522,0
- Colecção
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Communication studies
- Data de lançamento
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30/01/2014
- Série/Edição Limitada
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2nd Revised edition
- EAN
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9781433126710
Publicidade
Publicidade