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OverviewThis 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 Full Product DetailsAuthor: Michele HaikenPublisher: International Society for Technology in Education Imprint: International Society for Technology in Education Dimensions: Width: 19.00cm , Height: 1.20cm , Length: 23.10cm Weight: 0.380kg ISBN: 9781564843869ISBN 10: 1564843866 Pages: 176 Publication Date: 30 May 2017 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In stock We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAn excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out. -- Michael Karlin, EdTech Roundup This text will inform and spark ideas. VERDICT: Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. -- School Library Journal """An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out."" -- Michael Karlin, EdTech Roundup ""This text will inform and spark ideas. VERDICT: Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula."" -- School Library Journal" [T]his text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal This text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out. - Michael Karlin, EdTech Roundup [T]his text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal Author InformationMichele Haiken is a literacy teacher at Rye Middle School and an adjunct professor at Manhattanville College. She is also a frequent speaker and a contributor to the ISTE book Teaching Literacy in the Digital Age. For Gamify Literacy, HAiken collaborated with a range of game and literacy experts, including top game developers, teachers, librarians and technology coordinators. Tab Content 6Author Website:Countries AvailableAll regions |