
- 263 pages
- English
- PDF
- Available on iOS & Android
About this book
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!
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Information
Table of contents
- Cover
- Contents
- Acknowledgments
- Introduction
- Chapter 1. Games for Learning
- Chapter 2. What Are Games?
- Chapter 3. Who Plays Games…and Why
- Chapter 4. Iterative Design
- Chapter 5. Play-Based Learning
- Chapter 6. Learning in Cooperative Mode
- Chapter 7. Gamification and Quest-Based Learning
- Chapter 8. Personalized Learning
- Chapter 9. University Game Labs
- Chapter 10. Video Games for Learning
- Chapter 11. Communities of Play
- Chapter 12. Creating Digital Games
- Chapter 13. Games to Change the World
- References
- Index