Making School a Game Worth Playing: Digital Games in the Classroom

Making School a Game Worth Playing: Digital Games in the Classroom

By: Ryan L. Schaaf (author), Nicky Mohan (author)Paperback

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Description

Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

About Author

Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. Before higher education, Ryan was a 3rd-grade public school teacher, instructional leader, curriculum designer, and a technology integration specialist in Howard County, Maryland. In 2007, he was nominated for Howard county and Maryland Teacher of the Year. In the past, Ryan has published several research articles in the New Horizons for Learning and the Canadian Journal of Action Research related to the use of digital games as an effective instructional strategy in the classroom. Currently, he is overseeing and constructing peer-reviewed K-12 lesson units for the 21st Fluency Project, where he is also a featured contributor for the renowned Committed Sardine blog. He enjoys presenting sessions and keynotes about the potential for gaming in the classroom, the characteristics of 21st-century learning, and emerging technologies and trends in education. Ryan is happily married to his beautiful wife Rachel and has two little boys that are his pride and joy. In his free time he enjoys fishing, exercising, gardening, and volunteering in local schools. Nicky Mohan has more than 20 years experience in education, both as a classroom teacher and a school administrator. Her professional focus has been on developing and delivering practical professional development activities for teachers. She has also worked in the business sector as a learning and development manager, and was responsible for the design and delivery of professional development courses and resource materials. Nicky has worked in a number of countries and has extensive experience in delivering literacy and numeracy courses and workshops at the post secondary level. In her role as team leader at the University of Waikato, she designed and delivered courses and workshops based on research of best practice. These workshops focused on methodologies and instructional strategies that helped tutors and teachers effectively engage learners in the areas of applied literacy and numeracy.

Contents

Preface Dedication and Acknowledgments About the Authors Introduction by Jason Ohler Level 1. Digital Games as Learning Tools? Game On! Level 2. It's All About the Game and How You Play It Level 3a. The Need for the 21st Century Fluencies Level 3b. Gaming's Influence on Developing 21st Century Fluencies Level 4. Finding and Evaluating Digital Games for the Classroom Level 5. Digital Games and Instruction Level 6. Designing and Creating Games: A Liberal Arts Experience Level 7. The Gamification of Learning: Gaming Without the Game Bonus Level 8. The Future of Gaming and Its Impact on Education Index

Product Details

  • ISBN13: 9781483359601
  • Format: Paperback
  • Number Of Pages: 160
  • ID: 9781483359601
  • weight: 340
  • ISBN10: 1483359603

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