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Teaching in the Game-Based Classroom -

Teaching in the Game-Based Classroom

Practical Strategies for Grades 6-12

David Seelow (Herausgeber)

Buch | Softcover
184 Seiten
2021
Routledge (Verlag)
978-0-367-48749-2 (ISBN)
CHF 49,95 inkl. MwSt
Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

David Seelow is Founder of the Revolutionary Learning blog and an education service provider. He is Senior Adjunct Professor of English at the College of Saint Rose, U.S.A., and was Founding Executive Director of the Center for Game and Simulation-Based Learning.

Introduction: The Urgency of Innovation 1. Improve Student Engagement with Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3. Minecraft and Socially Situated Student Learning 4. Minecraft and Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching Mathematical Fluency 6. Level Up Science: Design Thinking, Games and Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About Cells from the Inside Out 8. "Living in Media: Why Teach the World’s Most Controversial Video Game?" 9. Engaging History through Student Authored Text Adventure Games 10. An Overview of Live Immersive Social Interactives and their Educational Value for Grades 6-12 11. Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting Student Health and Well-being with Digital Games 13. Using Games for Empathy, Compassion and Care 14. What We Learned from Games to Make Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword

Erscheinungsdatum
Zusatzinfo 5 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Gewicht 300 g
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Sozialwissenschaften Pädagogik
ISBN-10 0-367-48749-7 / 0367487497
ISBN-13 978-0-367-48749-2 / 9780367487492
Zustand Neuware
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