ENGLISH

Gamify Your Classroom: A Field Guide to Game-Based Learning – Revised edition (New Literacies and Digital Epistemologies)

Book information

Publisher
International Academic Publishers, Peter Lang Inc.
Year
2017
ISBN
1433135027, 9781433135026
Language
english
Format
PDF
Filesize
3 MB (2854608 bytes)
Edition
Revised
Pages
348\372
Time added
2022-06-08 13:50:20

Description

This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today’s national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn! Cover Contents Foreword (Greg Toppo) Acknowledgments Introduction Welcome to Our Tribe Book Overview Chapter 1: Games for Learning From Mancala to Kriegspiel Video Game Mania! The Edutainment Era Serious Games New Media Literacy and Games The Art of the Game Getting Good Games into Classrooms Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 2: What Are Games? Defining Games Designed Experiences and Meaningful Play Voluntary Participation Designing Game-Like Lessons Rules and Constraints Games as Interconnected Systems Feedback Loops Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 3: Player Types and Motivation Bartle’s Player Type Model Social Engagement Rewards and Motivation Pleasant Frustration and the Flow Channel Fun and Engagement 4 Keys 2 Fun The Tyranny of Fun Game Theory Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 4: Balanced Design Digital Games Avoiding Chocolate-Covered Broccoli DragonBox Filament Games Wuzzit Trouble Schell Games Words with Friends EDU Game-Based Assessments Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 5: Platforms with Learning Games BrainPOP and The Meaning of Beep Playful Assessments “Mom, All of School Should Be Like iCivics” GlassLab Games LRNG SOWONOW SimCityEDU: Pollution Challenge! Mars Generation One: Argubot Academy Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 6: Play and Learning Theories of Play Risky Play Explorable Explanations Play at Museums Location-Based Play Play and School Institute of Play and Quest to Learn Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 7: Puzzles, Games, and Digital Toys ThinkFun Toca Boca and Digital Toys Tiggly Toys Building Games with Bloxels Originator’s Endless Apps Diversity in Apps Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 8: Teaching with Minecraft Connected Camps Minecraft in Schools 5th Grade in Minecraft Spanish Class in Minecraft Game Design Class in Minecraft MathCraft MineGage Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 9: Game Labs Games + Learning + Society Center Field Day Lab Games Research Lab at Teachers College EdGE at TERC Center for Games and Impact Games Innovation Lab Thoreau in a Sandbox Nutritional Education with Virtual Sprouts Adventurous Dreaming Highflying Dragon FutureBound Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 10: Multiplayer Learning Cooperative Games Pandemic Kagan Structures Lee Sheldon’s Multiplayer Classroom Approach Collateral Learning Whyville Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 11: Gamification Meaningful Gamification Gamification Mechanics Leaderboards Badges Mods Avatars Game Geography Easter Eggs Gamified Learning Management Systems Rezzly Classcraft GradeCraft Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 12: The Teacher as Designer Turning a Classroom into a Game BreakoutEDU Blind Kahoots Teaching with Commercial Games Alternate Reality Games Text-Based Adventures Exploding the Game Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 13: The Student as Designer Iterative Design Game Jams Moveable Game Jam Climate Game Jam Social Deduction Interactive Fiction Writing Participatory Design Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 14: Making Digital Games The National STEM Video Game Challenge Digital Design Tools Gamestar Mechanic Hopscotch Scratch GameMaker: Studio Tynker Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 15: Geeking Out and Earning Badges Affinity Spaces and the HOMAGO Framework Game-Related Fan Fiction Intramural eSports Publishing Game Reviews Machinima Let’s Play Videos Modding Micro-credentials and Learning Pathways Conclusions and Takeaways Lesson Plan Ideas Games Resources Chapter 16: Games to Change the World Mary Flanagan’s Tiltfactor Mission US Never Alone (Kisima Ingitchuna) Papers, Please Gone Home Life Is Strange That Dragon, Cancer Games for Change Festival Games for Learning Summit Final Words on Game-Based Learning Conclusions and Takeaways Lesson Plan Ideas Games Resources References Index

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