Game On Game On

Game On

Using Digital Games to Transform Teaching, Learning, and Assessment

    • USD 39.99
    • USD 39.99

Descripción editorial

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.

Benefits


Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations.

Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning.

Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design.

Access lists of suggested digital games, and learn for what purposes the games are most useful.

Consider how digital games can address students’ diverse learning needs and can be used for assessment.




Contents

Foreword by Ian Jukes

Introduction: The Gamer in Us All

Chapter 1: From Entertainment to Education 3.0

Chapter 2: The Arcade of Education

Chapter 3: Learning Theory and the Attributes of the Digital Generation

Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment

Chapter 5: Lesson Design Using Digital Games

Chapter 6: Digital Gaming and Assessment

Chapter 7: The Nine I’s of Modern Learning

Chapter 8: Beyond Linear Presentations

Chapter 9: Takeaways

References and Resources

GÉNERO
Técnicos y profesionales
PUBLICADO
2016
25 de octubre
IDIOMA
EN
Inglés
EXTENSIÓN
160
Páginas
EDITORIAL
Solution Tree Press
VENDEDOR
Ingram DV LLC
TAMAÑO
2.7
MB
Learner Choice, Learner Voice Learner Choice, Learner Voice
2022
Using Digital Games as Assessment and Instruction Tools Using Digital Games as Assessment and Instruction Tools
2015