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Gamify literacy : boost comprehension, collaboration and learning

Gamify literacy : boost comprehension, collaboration and learning (2회 대출)

자료유형
단행본
개인저자
Haiken, Michele.
서명 / 저자사항
Gamify literacy : boost comprehension, collaboration and learning / edited by Michele Haiken.
발행사항
Portland, Oregon :   ISTE,   c2017.  
형태사항
xii, 159 p. : ill. ; 24 cm.
ISBN
9781564843869 (paperback)
요약
"Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--
내용주기
School research goes galactic / Sheena Kelly -- Larps for learning : live action role play / Aaron Vanek -- Building games as literary text / Kip Glazer -- Gamifying culinary arts / Tisha Richmond -- Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum -- Scavenger hunts / Rachelle Dene Poth -- Amazing race challenge / Michele Haiken -- Classcraft / Travis Phelps -- Interview with Shawn Young, Classcraft CEO & co-founder -- Sydney's world / Ivan Kaltman -- MinecraftEDU and World War I / Robert Daly -- Adventure quests / Michele Haiken -- Grudge Ball / Kristie Orlando Bengali -- Boss battles / Michele Haiken -- Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein -- Badges for motivation and learning assessment practices / Angela Elkordy -- Unlocked : 10 easy steps to motivate students using badges / MJ Linane -- Get the best from gamification (and avoid the worst) / Scott Garrigan -- Appendix A: ISTE standards for students.
서지주기
Includes bibliographical references and index.
일반주제명
Literacy --Study and teaching. Language arts --Correlation with content subjects. Reading comprehension. Video games in education.
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001 000045907838
005 20170613110057
008 170612s2017 orua b 001 0 eng d
010 ▼a 2016059643
020 ▼a 9781564843869 (paperback)
035 ▼a (KERIS)REF000018331933
040 ▼a DLC ▼b eng ▼e rda ▼c DLC ▼d 211009
050 0 0 ▼a LC149 ▼b .G36 2017
082 0 0 ▼a 372.6/044 ▼2 23
084 ▼a 372.6044 ▼2 DDCK
090 ▼a 372.6044 ▼b G192
245 0 0 ▼a Gamify literacy : ▼b boost comprehension, collaboration and learning / ▼c edited by Michele Haiken.
260 ▼a Portland, Oregon : ▼b ISTE, ▼c c2017.
300 ▼a xii, 159 p. : ▼b ill. ; ▼c 24 cm.
504 ▼a Includes bibliographical references and index.
505 0 ▼a School research goes galactic / Sheena Kelly -- Larps for learning : live action role play / Aaron Vanek -- Building games as literary text / Kip Glazer -- Gamifying culinary arts / Tisha Richmond -- Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum -- Scavenger hunts / Rachelle Dene Poth -- Amazing race challenge / Michele Haiken -- Classcraft / Travis Phelps -- Interview with Shawn Young, Classcraft CEO & co-founder -- Sydney's world / Ivan Kaltman -- MinecraftEDU and World War I / Robert Daly -- Adventure quests / Michele Haiken -- Grudge Ball / Kristie Orlando Bengali -- Boss battles / Michele Haiken -- Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein -- Badges for motivation and learning assessment practices / Angela Elkordy -- Unlocked : 10 easy steps to motivate students using badges / MJ Linane -- Get the best from gamification (and avoid the worst) / Scott Garrigan -- Appendix A: ISTE standards for students.
520 ▼a "Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"-- ▼c Provided by publisher.
650 0 ▼a Literacy ▼x Study and teaching.
650 0 ▼a Language arts ▼x Correlation with content subjects.
650 0 ▼a Reading comprehension.
650 0 ▼a Video games in education.
700 1 ▼a Haiken, Michele.
945 ▼a KLPA

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 중앙도서관/서고6층/ 청구기호 372.6044 G192 등록번호 111774220 도서상태 대출가능 반납예정일 예약 서비스 B M

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