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Matthew Farber

Gamify Your Classroom


A Field Guide to Game-Based Learning - Revised edition
Neuausg. 2017. XXII, 348 S. 225 mm
Verlag/Jahr: PETER LANG LTD. INTERNATIONAL ACADEMIC PUBLISHERS 2017
ISBN: 1-433-13502-7 (1433135027)
Neue ISBN: 978-1-433-13502-6 (9781433135026)

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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.
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!
Greg Toppo: Foreword - Acknowledgments - Introduction - Games for Learning - What Are Games? - Player Types and Motivation - Balanced Design Digital Games - Platforms with Learning Games - Play and Learning - Puzzles, Games, and Digital Toys - Teaching with Minecraft - Game Labs - Multiplayer Learning - Gamification - The Teacher as Designer - The Student as Designer - Making Digital Games - Geeking Out and Earning Badges - Games to Change the World - References - Index.
"The world of games in education is vast. Matthew Farber is a clear-eyed guide to lands both familiar and foreign, and "Gamify Your Classroom" is a combined atlas and encyclopedia of game-based learning. This book is valuable for teachers, school leaders, and scholars. No matter what your destination in game-based learning, Farber can help you navigate like a native."-Barry Fishman, Professor, University of Michigan