Book picks similar to
New Traditional Games for Learning: A Case Book by Alex Moseley
education
game-design
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The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
Minds More Awake: The Vision of Charlotte Mason
Anne E. White - 2015
Anne White's exploration of Charlotte Mason's educational philosophy focuses on two "power tools," the Way of the Will and the Way of the Reason. She examines the ways in which Mason's principles are made practical, from mathematics to citizenship.
Gamify: How Gamification Motivates People to Do Extraordinary Things
Brian Burke - 2014
Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.
Gamify
shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
The Pearls of Love and Logic for Parents and Teachers
Jim Fay - 2000
Book by Fay, Charles, Fay, Jim, Cline, Foster W.
The Play of Words
Richard Lederer - 1991
Learn the origins of popular phrases in the English language through this exciting book of games perfect for language lovers.Do you know the connection between the expression A HARROWING EXPERIENCE and agriculture, between BY AND LARGE and sailing, between GET YOUR GOAT and horses, or between STEAL YOUR THUNDER and show business? You probably have heard the comparisons HAPPY AS A CLAM, SMART AS A WHIP, PLEASED AS PUNCH, DEAD AS A DOORNAIL—but have you ever wondered why a clam should be happy, a whip smart, punch pleased, and a doornail dead? Through the fifty games included in The Play of Words you'll discover the answers to these questions as well as hundreds of other semantic delights that repose in our marvelous English language.
How to teach English literature: Overcoming cultural poverty
Jennifer Webb - 2019
English Teacher's Survival Guide: Ready-To-Use Techniques & Materials for Grades 7-12
Mary Lou Brandvik - 1994
Included are 175 easy-to-use strategies, lessons, and checklists for effective classroom management, and over 50 reproducible samples that you can adopt immediately for planning, evaluation, or assignments. The Guide helps you create a classroom that reflects the excitement for learning that every English teacher desires.
The Common Core Lesson Book, K-5: Working with Increasingly Complex Literature, Informational Text, and Foundational Reading Skills
Gretchen Owocki - 2012
This book is aimed at helping teachers implement quality Common Core instruction around this principle. -Gretchen Owocki The quality of instruction is the most important factor in helping students meet the Common Core Standards. That's why Gretchen Owocki's Common Core Lesson Book empowers teachers with a comprehensive framework for implementation that enhances existing curriculum and extends it to meet Common Core goals. Children, writes Gretchen (author of The RTI Daily Planning Book), need teachers who believe in the power of meaningful reading as a context for instruction. She breaks the CCSS reading standards into manageable chunks that emphasize engaged, authentic reading and differentiated teaching. For each standard, she offers: a clear description of what it asks from students an instructional decision tree that connects assessment to planning instructional strategies that gradually release responsibility to students techniques for intensifying instruction when readers need more support. In implementing the standards, writes Gretchen, we want children to deeply engage with multiple forms of reading. I wrote this book to offer encouragement to stay grounded in meaningful instruction, and to offer a set of strategies that emphasize meaningful reading. Respond to the Common Core with The Common Core Lesson Book-you'll help students meet the standards, and so much more.
The 20Time Project: How educators can launch Google's formula for future-ready innovation
Kevin Brookhouser - 2015
Trust Matters: Leadership for Successful Schools
Megan Tschannen-Moran - 2004
Written by Megan Tschannen-Moran--an expert on the topic of trust and schools--Trust Matters is based in solid research. It outlines the five key elements on which individuals base their trust judgments (benevolence, honesty, openness, reliability, and competency) and explores the factors that influence the development of trust. The book explores the leader's role in fostering high quality relationships among teachers, students, and parents and examines examples of positive outcomes of trusting school environments.
Homo Ludens: A Study of the Play Element in Culture
Johan Huizinga - 1938
Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Discipline with Dignity: How to Build Responsibility, Relationships, and Respect in Your Classroom
Richard L. Curwin - 2018
Emphasizing the importance of mutual respect and self-control, the authors offer specific strategies and techniques for building strong relationships with disruptive students and countering the toxic social circumstances that affect many of them, including dysfunctional families, gangs, and poverty. Educators at all levels can learn * The difference between formal and informal discipline systems and when to use each.* The role of values, rules, and consequences.* How to address the underlying causes of discipline problems that occur both in and out of school.* What teachers can do to defuse or prevent classroom disruptions and disrespectful behavior without removing students from the classroom.* Why traditional approaches such as threats, punishments, and rewards are ineffective--and what to do instead.* How to use relevance, teacher enthusiasm, choice, and other elements of curriculum and instruction to motivate students.* How to reduce both teacher and student stress that can trigger power struggles.With dozens of specific examples of student-teacher interactions, Discipline with Dignity illustrates what you can do--and not do--to make the classroom a place where students learn and teachers maintain control in a nonconfrontational way. The goal is success for all, in schools that thrive.
Design for How People Learn
Julie Dirksen - 2011
Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
Don't Waste Your Time Homeschooling: 72 Things I Wish I'd Known
Traci Matt - 2014
"Don’t Waste Your Time Homeschooling: 72 Things I Wish I’d Known" features concrete suggestions to help you: • Discover ways to take your family’s pulse and maintain a peaceful household. • Realize how easy it can be to sidestep the isolation trap. • Find creative ways to maintain your own identity amid a sea of others’ needs. • Learn the one easy habit to help avoid conflict with busy teen drivers. • Explain to others how your children are being properly socialized.