Game On
eBook - ePub

Game On

Using Digital Games to Transform Teaching, Learning, and Assessment

  1. 160 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Game On

Using Digital Games to Transform Teaching, Learning, and Assessment

About this book

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

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Yes, you can access Game On by Ryan L. Schaaf,Nicky Mohan in PDF and/or ePUB format, as well as other popular books in Education & Education Teaching Methods. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Title
  3. Copyright
  4. Dedication
  5. Acknowledgments
  6. Table of Contents
  7. About the Authors
  8. Foreword
  9. Introduction The Gamer in Us All
  10. Chapter 1 From Entertainment to Education 3.0
  11. Chapter 2 The Arcade of Education
  12. Chapter 3 Learning Theory and the Attributes of the Digital Generation
  13. Chapter 4 How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
  14. Chapter 5 Lesson Design Using Digital Games
  15. Chapter 6 Digital Gaming and Assessment
  16. Chapter 7 The Nine I’s of Modern Learning
  17. Chapter 8 Universal Design for Learning With Games
  18. Chapter 9 Beyond Linear Presentations
  19. Chapter 10 Takeaways
  20. References and Resources
  21. Index