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Power up your classroom : reimagine learning through gameplay / Lindsey Blass, Cate Tolnai.

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Format:
Book
Author/Creator:
Blass, Lindsey, author.
Tolnai, Cate, author.
Language:
English
Subjects (All):
Educational games.
Physical Description:
1 online resource (117 pages)
Edition:
1st ed.
Place of Publication:
Portland, Oregon ; Arlington, Virginia : International Society for Technology in Education, [2019]
Summary:
Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai's paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren't able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration.Together, they began to ask ... what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers?This book: * Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. * Features a downloadable full-color game board that can be used in tandem with the book. * Provides access to an accompanying website that offers dynamic elements and book study questions. * Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning. Audience: K-12 educators, tech coaches
Contents:
Intro
Title Page
Copyright
About ISTE
About the Authors
Acknowledgments
Contents
Foreword
Introduction
Lindsey's Story
Cate's Story
Our Why
Our How
Framing the Game: The Rules
Framing the Game: The Journey
Level 1: Beyond the Instruction Manual: Goals of the Game
Meet the Game Master: Cate Tolnai
#PowerUpClassroom 4 C's of GBL
Gamification versus Game-Based Learning
Gamification versus GBL in Action
Meet the Game Master: Jacob Aringo
Level 2: Choose Your Adventure: Options, Choice, and Ownership
Meet the Game Master: Ann Brucker
Level 3: On Your Mark: Structure, Design, and Purpose
#PowerUpClassroom GBL Design Framework
Meet the Game Master: James Sanders
No Tech, Low Tech, High Tech
Level 4: Their Turn: Students as Game Masters
Game Design for Students
Meet the Game Master: Cristina Bustamante
Meet the Game Masters: Bill Marsland and Andrew Rothman
Level 5: Who's Winning? Power Up Your Assessment and Feedback
Meet the Game Master: Lindsey Blass
Meet the Game Master: Gregg Eilers
Level 6: Build Your Squad: Community and Culture through Gameplay
Meet the Game Master: Ryan O'Donnell
Is Your Classroom Ready for Multi-Player Games?
Meet the Game Master: Diane Main
Level 7: Press Start: Power Up Your Classroom Now!
Appendix A: Glossary-Let's Talk Games!
Appendix B: Book Study Guide
Tips for Running a Successful Book Study
Guiding Questions for Book Study
Appendix C: Game Design Theories and Frameworks
References
Index.
Notes:
Description based on print version record.
Includes bibliographical references and index.
ISBN:
9781564847966
1564847969

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