• Complain

Ryan Schaaf - Making School a Game Worth Playing: Digital Games in the Classroom

Here you can read online Ryan Schaaf - Making School a Game Worth Playing: Digital Games in the Classroom full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. genre: Home and family. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Ryan Schaaf Making School a Game Worth Playing: Digital Games in the Classroom
  • Book:
    Making School a Game Worth Playing: Digital Games in the Classroom
  • Author:
  • Genre:
  • Rating:
    5 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 100
    • 1
    • 2
    • 3
    • 4
    • 5

Making School a Game Worth Playing: Digital Games in the Classroom: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Making School a Game Worth Playing: Digital Games in the Classroom" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Ryan Schaaf: author's other books


Who wrote Making School a Game Worth Playing: Digital Games in the Classroom? Find out the surname, the name of the author of the book and a list of all author's works by series.

Making School a Game Worth Playing: Digital Games in the Classroom — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Making School a Game Worth Playing: Digital Games in the Classroom" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make

This book presents gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. Rich in resources for finding, evaluating, implementing, and designing classroom games, Schaafs book shares game thinking as a global approach to learning, flavored with a hint of his own personal game nostalgia. A must-read for those exploring the use of games in the classroom!

Danea A. Farley, Associate Professor and Coordinator of Technology Notre Dame of Maryland University

Integrating the fundamentals of gaming into the classroom may seem like a daunting task, but this book clearly explains how the students of today are learning and how educators can leverage a powerful media phenomenon for fun and engaging learning.Making School a Game Worth Playing clearly establishes that digital games teach students the 21st-century skills they need to develop for a successful future in a globalized world. Social, creative, collaborative, and problem solving skills are cleverly linked to digital games throughout the text. It is easy to follow and written from the perspective of a teacher. A must-read!

Shannon Vesik, Children's Gaming and Media Professional

Effective and strategic integration of technology into teaching and learning will produce students who demonstrate proficiency in 21st-century skills. Its critical that education moves from a teacher-centered to a more student-centered approach to instruction. Digital game-based learning helps change the role of the teacher into a facilitator.Making School a Game Worth Playing: Digital Games in the Classroom not only provides ideas on how to overcome the barriers that schools are faced with when approaching this concept, but also provides teachers with authentic ideas on how to bring digital gaming concepts into their classrooms. The text is easy to read and offers many practical applications for our teachers and district leaders. This is a game changer for our professional development program!

Julie Wray, Coordinator of Instructional Technology Howard County Public Schools

Back in 2004, Pat Kane told us in his bookThe Play Ethic that organizations that base themselves on play and not work are healthier and more productive workplaces. Now Schaaf and Mohan have contextualized this idea for education around the use and creation of digital games. The key concept behind these books is that, in play, we are intrinsically motivated. In work, we just might not be. As they carefully explain, elements of all the things we aspire to in good education can be found in good digital games: Differentiation across a wide degree of ability, providing instant feedback, and allowing learners to level up as quickly as they acquire new skills and rewarding success.

Traditionally, education has been hard to move and resistant to change. I am guessing that if you are readingMaking School a Game Worth Playing you are not that way inclined. Your challenge is to grasp the grail of these ideas and hit the ground running with your students.

Peter Lasscock, Deputy Head of School Discovery College, Hong Kong, China

As video games continue to captivate both children and adults around the world, Ryan Schaaf provides compelling evidence for playing digital games in schools to present academic content and develop essential 21st-century skills.Making School a Game Worth Playing goes beyond research and theory to illustrate how teachers can find, evaluate, and integrate digital games with classroom instruction to challenge and present content information in a fun and engaging manner.

Chapters on how to play games; how games influence 21st-century fluencies; how to find, evaluate, and integrate games; and how to create your own games give teachers a wealth of resources for playing video games in schools and making learning fun at all levels of education. I particularly liked the level on the gamification of learning, which gave me great new insights into how to engage learners without the use of video games per se, by leveraging key principles of game-based learning.

I highly recommendMaking School a Game Worth Playing for educators across all levels and disciplines. I think it covers the skills and knowledge necessary for novice gamers to integrate the use of video games into their classrooms to facilitate learning, as well as giving experienced gamers a fresh look at the field of game-based learning.

Atsusi 2c Hirumi, Ph.D., Associate Professor of Instructional Technology University of Central Florida

Making School a Game Worth Playing
Making School a Game Worth Playing

Digital Games in the Classroom

  • Ryan Schaaf
  • Nicky Mohan
  • Jason Ohler
FOR INFORMATION Corwin - photo 1
Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Making School a Game Worth Playing: Digital Games in the Classroom»

Look at similar books to Making School a Game Worth Playing: Digital Games in the Classroom. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Making School a Game Worth Playing: Digital Games in the Classroom»

Discussion, reviews of the book Making School a Game Worth Playing: Digital Games in the Classroom and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.