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, <I>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, <I>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, <I>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 "
The Quest to Gamify Your Lessons and Engage Your Students
Author: Jonathan Cassie
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
A Practical Guide to Experiential Learning Environments
Author: Joli Barker
Students learn better when they aren’t afraid to take risks and make mistakes. In this book, teacher and popular blogger Joli Barker shows you how to make K-8 students fearless in the classroom so they can engage in deeper learning. You’ll discover how to abandon the notion of the teacher as the primary source of information, and instead create a classroom environment in which students can explore problems, test theories, and play games through curiosity, imagination, adaptability, and a passion for learning. Find out how to... Create fearless learning environments; Engage in fearless planning and lesson design; Use fearless grading and assessments; Teach fearless gamification; Develop fearless parent relations; and Get students to ask fearless questions. Throughout the book, you’ll find suggested activities for science, social studies, language arts, and math, as well as tools such as rubrics to assist you on your journey.
Abstract : New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Eighth in a series designed to teach technology by integrating it into classroom inquiry. The choice of hundreds of school districts, private schools and homeschoolers around the world, this nine-volume suite is the all-in-one solution to running an effective, efficient, and fun technology program for kindergarten-eighth grade (each grade level textbook sold separately) whether you're the lab specialist, IT coordinator, or classroom teacher. The 32-week 7th-grade technology curriculum is designed with the unique needs of middle school technology IT classes in mind. Textbook includes: * 121 images * 26 assessments * 20 articles * Grade 6-8 wide-ranging Scope and Sequence * Grade 6-8 technology curriculum map * 32 weeks of lessons, taught using the 'flipped classroom' approach * monthly homework (3rd-8th only) * articles that address tech pedagogy * posters ready to print and hang on your walls Each lesson is aligned with both Common Core State Standards and National Educational Technology Standards and includes: * Common Core Standards * ISTE Standards * essential question * big idea * materials required * domain-specific vocabulary * problem solving for lesson * time required to complete * teacher preparation required * steps to accomplish goals * assessment strategies * class warmups * class exit tickets * how to extend learning * additional resources * homework (where relevant) * examples * grading rubrics * emphasis on comprehension/problem-solving/critical thinking/preparing students for career and college * focus on transfer of knowledge and blended learning, collaboration and sharing Learning is organized into units that are easily adapted to the shorter class periods of Middle School. They include: · * Coding/Programming · * Differentiated Learning · * Digital Citizenship · * Digital Tools · * Gamification of Ed. · * Google Earth · * Internet Search/Research · * Keyboarding · * Logical thinking · * Making an Ebook Trailer · * Online Image Legalities · * Programming · * Problem Solving · * Robotics · * Search/Research · * Spreadsheets · * Visual Learning · * Web Communication Tools · * Word Processing Options · * Writing/Publishing an Ebook
THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor