Gamify Your Classroom
eBook - PDF

Gamify Your Classroom

A Field Guide to Game-Based Learning Revised edition

  1. 348 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Gamify Your Classroom

A Field Guide to Game-Based Learning Revised edition

About this book

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!

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Yes, you can access Gamify Your Classroom by Matthew Farber in PDF and/or ePUB format, as well as other popular books in Education & Education Theory & Practice. We have over one million books available in our catalogue for you to explore.

Table of contents

  1. Cover
  2. Contents
  3. Foreword (Greg Toppo)
  4. Acknowledgments
  5. Introduction
  6. Chapter 1: Games for Learning
  7. Chapter 2: What Are Games?
  8. Chapter 3: Player Types and Motivation
  9. Chapter 4: Balanced Design Digital Games
  10. Chapter 5: Platforms with Learning Games
  11. Chapter 6: Play and Learning
  12. Chapter 7: Puzzles, Games, and Digital Toys
  13. Chapter 8: Teaching with Minecraft
  14. Chapter 9: Game Labs
  15. Chapter 10: Multiplayer Learning
  16. Chapter 11: Gamification
  17. Chapter 12: The Teacher as Designer
  18. Chapter 13: The Student as Designer
  19. Chapter 14: Making Digital Games
  20. Chapter 15: Geeking Out and Earning Badges
  21. Chapter 16: Games to Change the World
  22. References
  23. Index