Gamify Your Classroom

A Field Guide to Game-Based Learning

Author: Matthew Farber

Publisher: Peter Lang Pub Incorporated

ISBN:

Category: Education

Page: 263

View: 496

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 "

Level Up Your Classroom

The Quest to Gamify Your Lessons and Engage Your Students

Author: Jonathan Cassie

Publisher: ASCD

ISBN:

Category: Education

Page: 180

View: 908

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?

How to Gamify Your Classroom

Author: Ask a Tech Teacher

Publisher: Structured Learning LLC

ISBN:

Category: Education

Page: 15

View: 805

This gamify lesson plan uses simulations and ed games to teach any inquiry imaginable. Designed for Middle School and aligned with Common Core and ISTE,

36 Articles on How to Put Technology Into Your Classroom

Author: Ask a Tech Teacher

Publisher: Structured Learning LLC

ISBN:

Category: Education

Page: 94

View: 530

36 Tech Ed Articles–94 pages on How to Put Technology into Your Classroom–includes the 36 most requested 2012-13 tech ed articles from Ask A Tech Teacher© , a group of technology professionals who run an award-winning resource blog where they provide free materials, advice, lesson plans, pedagogic conversation, website reviews, and more. They cover critical topics like how blogging makes students better writers, the importance of social media to education, how to teach keyboarding the right way, why technology is important for all learners, what to include on the youngest child’s computer, using internet start pages in tech lab and more. Each article is quick (1-2 pages), pithy, and easy-to-understand. Articles include: 5 Must-have Skills for New Tech Teachers—Plus One More–These 5 skills plus one will make thriving with technology work oh so much better. 5 Must-have tools for Ed Conferences–There’s no better place to break in new technology than an education conference. Here are five tools you’ll want to include. 5 Tech Ed Tools to Learn This Summer–Bring your laptop to the local hotspot and try five new tools to change your class. BYOD—the lowdown–If you’re considering a BYOD program, here’s what you should know. New Literacies Enable Smarter Researching–New literacies—the ones that rhyme with ‘technology’. Should Tech Teachers be in the Class or Lab–Tech teachers are struggling with their future: Should they teach skills or integrate technology into class inquiry? The Elephantine Impact of Technology on Education–Have you noticed what’s happening in your child’s school? It’s called ‘technology’ and it’s taking over. 8 Education Tools That Are Going Away--Technology is forcing out what we consider cornerstones of education. Here are eight that will disappear… soon 11 Things to Love About Common Core–As you acclimate to Common Core, you’ll find reasons to be thrilled they are part of education. These are the top eleven. 7 Ways Common Core Will Change Your Classroom–Here are 7 of the most dramatic shifts effected by Common Core. Common Core wants publishing. Tech makes it happen–The world of student work being shared with the teacher only—maybe hung on the classroom wall for a few weeks—is over. Common Core expects it to be published so all can benefit. 5 Sure-fire Ways to Teach Vocabulary–Common Core moves vocabulary from a weekly class to a constant theme, woven throughout inquiry. Here’s how you make that happen. 5 New Web Tools for School –You don’t have to know all 2,878 (and counting) tech tools Early Education Adopters use. You just need to know five. Time to Toss Binders–3-ring binders—the mainstay of education—have been replaced. By what, you ask? Read on. What’s a Digital Portfolio and Why Should You Use it?–In a nutshell, it’s a locker in the cloud that can be accessed from anywhere. And that is why you should use it. Need more detail? Read this article. 20 Tech Problems Teachers Need to Know How to Solve–80% of the tech problems you face in class are from the same 20 problems. I’ll share those and how to solve them. 10 Things a Blog Taught Me–The more I blog, the happier I am that I blog. It’s not about social media; it’s about writing skills, speaking and listening, and much more. 13 Reasons to Tweet in Class–Want Twitter in your class? Here’s ammunition for what often turns into a pitched, verbal brawl among stakeholders on using Twitter 12 Tips on Hard-to-teach Classes–The Hard-to-teach Class, one that makes you reconsider your academic career. You’re willing, but how do you do you teach these oft-brilliant students? 7 Great Tech Tools that Differentiate Learning–Technology can optimize learning better than any other educational strategy. Here are 7 tools to make that happen. Be an Inquiry-based Teacher–11 traits shared by inquiry-based teachers. Does it describe you? Teach Inquiry based Classes--In inquiry-based classes, teaching is more about process than product. The doing, not the test. It’s what you’d hoped to do when you started your career. How do you make it happen? 17 K-8 DigCit Topics–Using the internet safely and effectively must be taught. Here’s how to do that. Is Keyboarding Dead?–Is keyboarding the cornerstone of Common Core Standards—or is it dead? You decide. When is Typing Faster Than Handwriting?–Most elementary-age students are better at handwriting than typing, but at some point, that changes. When is that? How to Use iPads in Class–If you’re planning to introduce iPads to your Elementary-age students, here’s a lesson plan for you. The Tablet’s ‘Killer App’–Kids love tablets. It doesn’t matter they won’t run most software, don’t have USB ports, have no flash, allow little storage, and can’t print (with ease). So, you ask, why? There’s one great reason. Will Texting Destroy Writing Skills?–Trying to separate students from their smartphones for eight hours is a nightmare. Is this a battle worth fighting or is it a tempest in a teapot? 5 Digital Tools for the No Budget Class–Here are 5 freebies that will make a difference in your class. Minecraft In school–Using programs students love—like Minecraft, SimCity, Hunger Games—makes learning fun, authentic and rigorous. Have you gamified your class? 7 Digital Ways to End the School Year–What better way to grab the end-of-school attention of tech-loving students than a tech-centric project. Here are 7 you’ll love. 14 Educational Websites Students Will Ask to Visit–These are perfect for a summer program, summer homework, but also to inject tech into inquiry in authentic, rigorous ways. 5 Digital Tools Parents Love–Getting parents on speaking terms with their child’s tech needs is difficult. Here are five tools that make this easier. 13 Tips To Speed Up Your Computer–Treat your computer like a car. Every few months, do preventive maintenance to be sure it’s in tip top shape. A Virtual Oil Change for your Online Presence–For most teachers, life zooms by with few breaks to clean up the clutter of their everyday online presence. Like updating where we work, what awards we’ve received, who our latest boss is—who has the time? You do. Now. Yes, I’m Resilient, and I Wish Computers Were--I hate to think about the many times I’ve had to adapt because the tech I wanted to use in class didn’t work. It’s no one’s fault, but it sure makes me tired.

The Fearless Classroom

A Practical Guide to Experiential Learning Environments

Author: Joli Barker

Publisher: Routledge

ISBN:

Category: Education

Page: 104

View: 982

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.

Have You Considered Gamifying Your Classroom?.

Author:

Publisher:

ISBN:

Category:

Page:

View: 548

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.

7th Grade Technology

32-lesson Comprehensive Curriculum

Author: Ask a Tech Teacher

Publisher: Structured Learning

ISBN:

Category: Education

Page: 231

View: 330

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

How to UseTech in Service Learning

Author: Ask a Tech Teacher

Publisher: Structured Learning LLC

ISBN:

Category: Education

Page: 9

View: 417

This Tech in Service Learning Project blends the student knowledge of tech with service learning. Teach seniors basic computer skills--email, blogs, etc..

Gamify Your Dog Training

Training Games for Group Training

Author: Terry Ryan

Publisher: Dogwise Publishing

ISBN:

Category:

Page: 150

View: 708

Gamification with Moodle

Author: Natalie Denmeade

Publisher: Packt Publishing Ltd

ISBN:

Category: Computers

Page: 134

View: 127

Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.