9781433126703-1433126702-Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)

Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)

ISBN-13: 9781433126703
ISBN-10: 1433126702
Edition: New
Author: Matthew Farber
Publication date: 2014
Publisher: Peter Lang Inc., International Academic Publishers
Format: Paperback 263 pages
FREE US shipping
Buy

From $46.70

Book details

ISBN-13: 9781433126703
ISBN-10: 1433126702
Edition: New
Author: Matthew Farber
Publication date: 2014
Publisher: Peter Lang Inc., International Academic Publishers
Format: Paperback 263 pages

Summary

Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies) (ISBN-13: 9781433126703 and ISBN-10: 1433126702), written by authors Matthew Farber, was published by Peter Lang Inc., International Academic Publishers in 2014. With an overall rating of 4.2 stars, it's a notable title among other Psychology & Counseling (Communication, Words, Language & Grammar , General, Psychology, Communication & Media Studies, Social Sciences, Adult & Continuing Education, Higher & Continuing Education, Instruction Methods, Schools & Teaching) books. You can easily purchase or rent Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies) (Paperback) from BooksRun, along with many other new and used Psychology & Counseling books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

Description

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, 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, 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, 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!

Rate this book Rate this book

We would LOVE it if you could help us and other readers by reviewing the book