This book is a field guide on how one can put in force game-based learning and «gamification» techniques to the on a regular basis teaching. This is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Creator, What Video Games Have to Teach Us about Learning and Literacy); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Creator, A Playful Path); Richard Bartle (Bartle’s Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Creator, The Multiplayer Classroom); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Every chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws at the Creator’s experiences implementing games with his middle school students. Without reference to your teaching discipline or grade level, whether you’re a pre-service teacher or veteran educator, this book will engage and reinvigorate the way in which you teach and how your students learn!
Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)
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