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Gamify Your College Classroom


Gamify Your College Classroom
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Gamify Your College Classroom


Gamify Your College Classroom
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Author : Sierra Adare-Tasiwoopa ápi
language : en
Publisher: Taylor & Francis
Release Date : 2025-09-29

Gamify Your College Classroom written by Sierra Adare-Tasiwoopa ápi and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-09-29 with Education categories.


Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework. Featuring a robust contributor team representing a range of institutions and disciplines, this guide provides detailed case studies and strategies to promote critical thinking, communication, problem-solving, teamwork, and even AI literacy. In a world in which ChatGPT and other generative AI technologies tempt students to take a passive route, the approaches in this book are designed to foster strategic planners and open-minded decision-makers. By allowing students to gain knowledge through their choices, take responsibility for their learning, and expand and enrich their perspectives on diversity and empathy, this book equips college faculty and instructors with the tools they need to optimize real-world skill building.



Gamify Your Classroom


Gamify Your Classroom
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Author : Matthew Farber
language : en
Publisher: New Literacies and Digital Epistemologies
Release Date : 2014

Gamify Your Classroom written by Matthew Farber and has been published by New Literacies and Digital Epistemologies this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Educational games categories.


This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.



Power Up Your Classroom


Power Up Your Classroom
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Author : Lindsey Blass
language : en
Publisher: ASCD
Release Date : 2019-06-14

Power Up Your Classroom written by Lindsey Blass and has been published by ASCD this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-14 with Education categories.


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



How To Gamify Your Classroom


How To Gamify Your Classroom
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Author : Ask a Tech Teacher
language : en
Publisher: Structured Learning LLC
Release Date : 2018-02-11

How To Gamify Your Classroom written by Ask a Tech Teacher and has been published by Structured Learning LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-11 with Education categories.


This gamify lesson plan uses simulations and ed games to teach any inquiry imaginable. Designed for Middle School and aligned with Common Core and ISTE,



This Could Be A Game


This Could Be A Game
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Author : Darcy Elaine Osheim
language : en
Publisher:
Release Date : 2013

This Could Be A Game written by Darcy Elaine Osheim and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Games categories.


Instructors find a gap between what they experienced in school in the mid-to-late 20th century and the experiences of students entering college in 2012/13. In the United States, the influx of almost universal access to technology has marked this generation in a way the previous generations must work to understand, and gamification is a strategy used in areas like marketing to gain participation from this age group. Gamification is a strategy that employs game mechanics, techniques, and theory in areas that traditionally are not set up to function like a game. The purpose of this study was to define gamification in the context of a college classroom. Using Foucault's concept of heterotopia, this study employs the method of heterotopian rhetorical criticism and the methodology of autoethnography to analyze World of Warcraft and re-imagine experiences in the game through critical communication pedagogy to enact change in the traditional college classroom. Three fundamentals of gamification emerged from the findings and laid out a general definition of gamification. It must consist of high-choice, low-risk engagements in a clearly structured environment.



Level Up Your Classroom


Level Up Your Classroom
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Author : Jonathan Cassie
language : en
Publisher: ASCD
Release Date : 2016-06-28

Level Up Your Classroom written by Jonathan Cassie and has been published by ASCD this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-28 with Education categories.


In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?



Gamify Your Classroom


Gamify Your Classroom
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Author : Matthew Farber
language : en
Publisher: Peter Lang Incorporated, International Academic Publishers
Release Date : 2017

Gamify Your Classroom written by Matthew Farber and has been published by Peter Lang Incorporated, International Academic Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Education categories.


This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!



Practices And Implementation Of Gamification In Higher Education


Practices And Implementation Of Gamification In Higher Education
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Author : Membrive, Veronica
language : en
Publisher: IGI Global
Release Date : 2024-02-26

Practices And Implementation Of Gamification In Higher Education written by Membrive, Veronica and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-26 with Education categories.


Practices and Implementation of Gamification in Higher Education is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote positive behavior among students. This book compiles a collection of practical lesson proposals from experienced educators at the university level, providing detailed instructions and necessary materials for implementing gamification in the classroom. By presenting a diverse range of examples across various fields of higher education, the book illustrates the effectiveness of gamification in engaging students and catering to their specific needs. Whether it is fostering motivation, nurturing commitment, or encouraging excellence, the book highlights the positive impact of gamification on student learning outcomes. Ideal for researchers, department chairs, university professors, and lead course developers, this book appeals to those invested in innovative teaching methodologies and seeking to implement them successfully. It also caters to graduate studies programs in higher education, teaching and instruction, humanities, English, and foreign languages.



Gamify Literacy


Gamify Literacy
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Author : Michele Haiken
language : en
Publisher: ISTE
Release Date : 2017

Gamify Literacy written by Michele Haiken and has been published by ISTE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Education categories.


"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"--



Game On


Game On
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Author : Kevin Bell
language : en
Publisher: JHU Press
Release Date : 2017-12-15

Game On written by Kevin Bell and has been published by JHU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-15 with Education categories.


Helping teachers take advantage of game design principles and intrinsic motivators to build more effective courses. The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents. Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.