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