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The Gamified Classroom


The Gamified Classroom
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The Gamified Classroom


The Gamified Classroom
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Author : James Abela
language : en
Publisher: Independently Published
Release Date : 2020-08-30

The Gamified Classroom written by James Abela and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08-30 with categories.


In this book you will learn how gamification can create lessons that truly engage students, challenging them to solve problems and develop their own computational thinking. We look at the methods used in video games to create hooks, on-board students, and keep your students motivated. We also look at flow, which enables us to ensure the learning curve is neither frustratingly hard nor boringly easy, and then provide you with a complete system to create your own gamified syllabus. Gamification has become especially important during the Covid-19 crisis, where you might need to engage in distance teaching, and some teachers are reporting very low online engagement. Contrast this with my own online classes, which had 100% attendance and in some cases students were putting in an extra 60 hours of extra credit work. There has never been a better time to learn from video games! Using gamification will improve the motivation of your students and even make assessment fun! And it can be used in class and at a distance too! "As a creativity zealot myself, I am eager to incorporate all I have learned from this must-have book into my own practice as soon as possible and to support the Faculty I support in my role as a coach to do likewise for the sake of the children we aim to encourage and support. Get this book. Consume it. Put it into practice. Share it with every teacher you know." Sean ThompsonTeacher, Author, ADE & Creativity Guru"It is very approachable with many concrete examples and I loved the humour. This book should be compulsory subject matter in teacher training!!!"Tommy GysenbergsTeacher, Apple Distinguished Educator



The Gamified Classroom


The Gamified Classroom
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Author : Adriana Sterling
language : en
Publisher:
Release Date : 2024-01-10

The Gamified Classroom written by Adriana Sterling and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-10 with Education categories.


"The Gamified Classroom: Taking Learning to the Next Level" is a comprehensive guide that explores the concept of gamified learning and its potential to revolutionize education. In this book, readers will gain a deep understanding of gamification in education, its benefits, and the challenges and considerations involved in implementing it in the classroom. The book provides practical strategies and techniques for creating a gamified classroom environment using game-based assessments, personalizing learning, building a community of learners, and addressing challenges and resistance. It also delves into the future of gamified learning, including emerging technologies, expanding gamification beyond the classroom, ethical considerations, and professional development for educators.



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.



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?



Gamification In A Flipped Classroom


Gamification In A Flipped Classroom
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Author : Zamzami Zainuddin
language : en
Publisher: Springer Nature
Release Date : 2024-04-30

Gamification In A Flipped Classroom written by Zamzami Zainuddin and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-30 with Education categories.


This book introduces to researchers and teaching practitioners the concept of gamification within a flipped classroom setting, which resonates with the best practices of flipped learning, gamified learning, and gamified flipped learning. The gamified flipped learning (flipped learning plus gamification) approach combines two emerging pedagogies into a single pedagogical form of instruction and serves as an alternative resolution to counter the challenges that arise from flipped learning and gamified learning as separate pedagogies. This book also examines assessment systems for flipped classrooms, showcases various examples of gamification in flipped classroom designs, and reviews educational applications containing game elements for a flipped classroom setting.



Games In The Classroom


Games In The Classroom
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Author : Austin Ray Graham
language : en
Publisher:
Release Date : 2016

Games In The Classroom written by Austin Ray Graham and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Classroom management categories.


Gamification at its core could hardly be said to be a new concept. Using elements of friendly competition as a motivator could, in a way, be said to be gamification regardless of whether or not technology is involved. With the rise of digital games, however, certain elements are becoming more and more common, and, yet, very few decent gamified systems exist. To implement a gamified system, the developer must first have an understanding of what makes games so intriguing and how can the gulf between game spaces and non-game spaces be bridged. The purpose of this project and thesis was to identify certain game aspects and create a system that pulled these elements into an educational sphere and do so in an effective, simple to use, and clearly defined way.



Gamification In English Teaching And Learning


Gamification In English Teaching And Learning
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Author : Intania Harismayanti
language : en
Publisher: Nilacakra
Release Date : 2020-11-01

Gamification In English Teaching And Learning written by Intania Harismayanti and has been published by Nilacakra this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-01 with Young Adult Nonfiction categories.


In the current realm of education, gamification has received significant attention for its power to shift the way we teach and learn. Gamification allows teachers and learners to experience a series of challenges that engage their minds, bodies, and spirits. Although gamification is not a new concept, it has not been widely exposed to the higher level of education in the Indonesian EFL context. This book represents a further step to provide new learning practices for the sense of what learning is about.



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



Gamify Literacy


Gamify Literacy
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Author : Michele Haiken
language : en
Publisher: ASCD
Release Date : 2017-04-28

Gamify Literacy written by Michele Haiken and has been published by ASCD this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-28 with Education categories.


This friendly, accessible guide offers tips and inspiration on how to apply gamification techniques to improve literacy and deepen student collaboration and critical thinking. 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 game-based tools and activities to improve literacy and content learning. This book includes: Tips for implementing gamification 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. By exploring the techniques discussed in these pages, you will see the power of building a fully immersive learning environment for your students and can begin infusing these inspirational approaches into your classroom design. Audience: K-12 language arts teachers, tech coaches



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.