Discover how digital gaming can improve learning and prepare students for successful futures. The authors-both experienced educators and enthusiastic gamers-contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.
Benefits
Contents
Foreword by Ian Jukes
Introduction: The Gamer in Us All
Chapter 1: From Entertainment to Education 3.0
Chapter 2: The Arcade of Education
Chapter 3: Learning Theory and the Attributes of the Digital Generation
Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
Chapter 5: Lesson Design Using Digital Games
Chapter 6: Digital Gaming and Assessment
Chapter 7: The Nine I's of Modern Learning
Chapter 8: Beyond Linear Presentations
Chapter 9: Takeaways
References and Resources
"synopsis" may belong to another edition of this title.
Ryan Schaaf is an assistant professor of educational technology at Notre Dame of Maryland University and a faculty associate of the Johns Hopkins University School of Education Graduate Program. He has more than eighteen years of experience in the field of education. Before higher education, Ryan was a public-school teacher, instructional leader, curriculum designer, and technology-integration specialist in Maryland. In 2007 he was nominated as Maryland Teacher of the Year.
Ryan has published several research articles related to the use of digital games as an effective instructional strategy in the classroom in New Horizons for Learning and the Canadian Journal of Action Research. His first book, Making School a Game Worth Playing: Digital Games in the Classroom, which he coauthored with Nicky Mohan, was published in 2014. He also authored Using Digital Games as Instruction and Assessment Tools, a title included in the Solutions for Digital Learner-Centered Classrooms series published by Solution Tree Press. His third book, Reinventing Learning for the Always-On Generation: Strategies and Apps that Work, was coauthored with Ian Jukes and Nicky Mohan.
Ryan enjoys presenting sessions and workshops about the potential for gaming in the classroom, the characteristics of 21st century learning, and emerging technologies and trends in education.
To learn more about Ryan s work, contact him on Twitter @RyanLSchaaf.
Nicky Mohan is the cofounder and managing partner of InfoSavvy21, an international educational consulting firm. She has been a classroom teacher, school and university administrator, instructional designer, business-sector manager and trainer, and international speaker. At the University of Waikato, New Zealand, she designed and delivered courses and workshops based on research of best practices in teaching and learning.
During the last ten years, she has made hundreds of presentations in more than a dozen countries. Sharing her time between Canada and New Zealand, Nicky worked as the director of curriculum for the 21st Century Fluency Group, leading a team of international writers, and the creative force behind the designing of lesson plans. At InfoSavvy21, her focus is on developing real-world, just-in-time teaching and learning experiences that are relevant to both teachers and students. Nicky is the coauthor of Making School a Game Worth Playing: Digital Games in the Classroom and Reinventing Learning for the Always-On Generation: Strategies and Apps that Work.
To learn more about Nicky and her work, follow her on Twitter @nickymohan.
To book Ryan or Nicky for professional development, contact pd@SolutionTree.com.
A thoughtful, comprehensive, and accessible overview of all that game-based learning has to offer, Game On will prove a valuable resource for educators, researchers, and gamers alike. --Anne Snyder Director of Research and Learning Design, Second Avenue Learning
Game On connects the immersive engagement that takes place in meaningful digital games to pedagogical theories and best-practice models. Readers learn how to bring high-quality digital games into the system of their classrooms. --Matthew Farber Social Studies Teacher, Valleyview Middle School, Denville, New Jersey; Author, Gamify Your Classroom
An excellent primer for educators and stakeholders looking to employ game-based learning strategies. Victoria Van Voorhis, CEO, Second Avenue Learning An excellent resource for those looking to incorporate gaming into classrooms in order to engage students and help individualize learning. --Lori Gerstein Ramsey Senior Research Associate, Metis Associates
"About this title" may belong to another edition of this title.
Shipping:
FREE
Within U.S.A.
Seller: Wonder Book, Frederick, MD, U.S.A.
Condition: Very Good. Very Good condition. Paperback edition. A copy that may have a few cosmetic defects. May also contain light spine creasing or a few markings such as an owner's name, short gifter's inscription or light stamp. Seller Inventory # N17D-02306
Quantity: 1 available