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Michele Haiken - Gamify Literacy: Boost Comprehension, Collaboration and Learning

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Michele Haiken Gamify Literacy: Boost Comprehension, Collaboration and Learning
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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.

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Gamify Literacy Boost Comprehension Collaboration and Learning Edited by - photo 1

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Gamify Literacy

Boost Comprehension, Collaboration and Learning

Edited by Michele Haiken

2017 International Society for Technology in Education

World rights reserved. No part of this book may be reproduced or transmitted in any form or by any meanselectronic, mechanical, photocopying, recording, or by any information storage or retrieval systemwithout prior written permission from the publisher. Contact Permissions Editor: ; fax: 1.541.302.3780.

Acquisitions Editor: Valerie Witte

Editor: Emily Reed

Production Manager: Christine Longmuir

Copy Editor: Corinne Gould

Indexer: Wendy Allex

Proofreader: Ann Skaugset

Cover Design: Edwin Ouellette

Book Design: Jeff Puda Book Design

Book Production: Jeff Puda Book Design

Library of Congress Cataloging-in-Publication Data available

First Edition

ISBN: 978-1-56484-386-9 (paperback)

Ebook version available

Printed in the United States of America

ISTE is a registered trademark of the International Society for Technology in Education.

About ISTE

The International Society for Technology in Education (ISTE) is the premier nonprofit organization serving educators and education leaders committed to empowering connected learners in a connected world. ISTE serves more than 100,000 education stakeholders throughout the world.

ISTEs innovative offerings include the ISTE Conference & Expo, one of the biggest, most comprehensive ed tech events in the worldas well as the widely adopted ISTE Standards for learning, teaching and leading in the digital age and a robust suite of professional learning resources, including webinars, online courses, consulting services for schools and districts, books, and peer-reviewed journals and publications. Visit iste.org to learn more.

Related ISTE Titles

Teaching Literacy in the Digital-Age: Inspiration for All Levels and Literacies, Edited by Mark Gura

Make, Learn, Succeed: Building a Culture of Creativity in Your School, by Mark Gura

To see all books available from ISTE, please visit iste.org/resources.

About the Editor

Michele Haiken EdD has been teaching literacy for twenty years A lifelong - photo 3

Michele Haiken, Ed.D. has been teaching literacy for twenty years. A lifelong learner, Haiken is a middle school English teacher and an adjunct professor of literacy at Manhattanville College in Purchase, NY. She is the author of the blog The Teaching Factor (theteachingfactor.com) where she shares ideas for digital technology and gamification in the classroom to build multiple literacies and bolster student success. A member of ISTEs Literacy PLN, she moderates #ISTELitChat, a monthly Twitter chat discussing digital literacy. Haiken has spoken on the subjects of literacy, technology, and gamification throughout the U.S.. She lives in Stamford, CT with her family. You can connect with her on Twitter @teachingfactor.

About the Contributors

Carrie Baughcum is an inspiration junkie, idea sharer, learning enthusiast, and most of all, a passionate believer that all children can learn, educators just need to find out how to facilitate their learning. She currently teaches sixth, seventh and eighth grade extended resource special education in Arlington Heights, IL where she uses creative thinking, classroom gamification, doodling, technology, and fun to enhance student learning and achievement. In addition to teaching, Baughcum presents at conferences on topics like gamification and sketchnoting. She writes on her blog at carriebaughcum.com and tweets @heckawesome.

Robert Matthew Daly was born and raised in Melrose, MA. A New Englander at heart, he enjoys American History, the outdoors, and his home town sports teams. Daly earned his bachelors degree in communications from the University of Massachusetts Amherst. After relocating to New York, he attended New York University for his masters degree in social studies education. Daly teaches Middle School Humanities in Scarsdale, NY and lives in Westchester County, NY with his wife Lauren, and two children, Benjamin and Sadie.

Dr. Angela Elkordy is director, learning technologies and chair, learning sciences program at National Louis University in Chicago, IL. She has been a teacher educator and worked in PreK12 contexts for almost two decades. Dr. Elkordy teaches, collaborates, and conducts research around teaching and learning in digitally-mediated spaces considering design-thinking, creativity, and makerspaces in education. She works to share the joy of innovative learning experiences, particularly for teachers, and their students in under-resourced and challenging contexts.

Scott R. Garrigan, Ed.D. has been an educator for 45 years, teaching K12 for 20 years (elementary and secondary biology certification), leading technology in two school districts for a dozen years, and teaching as an adjunct, professor of practice, and assistant professor in the graduate educational programs of Lehigh University and Wilkes University. He programmed his first learning game in 1981, and hes taught graduate courses that relate game-based learning to intrinsic motivation. Garrigan earned his masters and doctorate in educational technology from Lehigh University. He is a frequent presenter at regional conferences like PETE&C and at national conferences like ISTE. He guided the ISTE endorsement of Lehighs four-course, online Technology Use in Schools certificate program for its close alignment to ISTE Standards.

Kip Glazer, Ed.D. is a native of Seoul, South Korea who resides in California. She holds California teaching credentials in English, social studies, mathematics, health, and school administration. She is an experienced educator who won several teaching awards including the County Teacher of the Year and the 23rd Congressional District of California Inspirational Educator Award. For the past decade, she has provided professional development for other educators in the area of literacy and learning technologies. Glazer has also presented at numerous national and state conferences on technology integration. Recently, she consulted for The Kennedy Center ArtsEdge Program on creating a professional development program using tabletop role-playing games and game creation. She writes monthly blogs for the International Literacy Association. She is now a school administrator. She can be reached via email at .

Chris Hesselbein is an innovation strategist for the Lake Oswego School District near Portland, OR. His automated leaderboard system based on Googles suite of tools for education is helping teachers around the world gamify their classrooms. You can learn about that system and read more of his writing about gamification at www.insertcoin.org Most often you can locate him on a mountain in the Pacific Northwest. All other times you can find him on him on Twitter @ChrisHesselbein.

Ivan Kaltman joined Teach for America in 1991 and taught fourth grade for two years in rural Louisiana. He continued working in education as a school-based occupational therapist in New Jersey. He is the coach of his schools Positive Behavioral Support in Schools program (PBSIS), which has been recognized by NJ PBSIS as a Showcase School. He recently became a videogame developer, with his first title,

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