Buch, Englisch, 196 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 295 g
Practical Strategies for Grades 6-12
Buch, Englisch, 196 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 295 g
ISBN: 978-0-367-48749-2
Verlag: Routledge
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.
Zielgruppe
Academic, Professional, and Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Naturwissenschaften, Mathematik (Unterricht & Didaktik)
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Privatschulen, alternative Schulformen
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Weiterführende Schulen
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
Weitere Infos & Material
Introduction: The Urgency of Innovation 1. Improve Student Engagement with Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3. Minecraft and Socially Situated Student Learning 4. Minecraft and Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching Mathematical Fluency 6. Level Up Science: Design Thinking, Games and Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About Cells from the Inside Out 8. "Living in Media: Why Teach the World’s Most Controversial Video Game?" 9. Engaging History through Student Authored Text Adventure Games 10. An Overview of Live Immersive Social Interactives and their Educational Value for Grades 6-12 11. Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting Student Health and Well-being with Digital Games 13. Using Games for Empathy, Compassion and Care 14. What We Learned from Games to Make Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword