| 000 | 03321cam a22004094i 4500 | ||
|---|---|---|---|
| 999 |
_c88280 _d88280 |
||
| 003 | BJBSDDR | ||
| 005 | 20230410132821.0 | ||
| 007 | ta | ||
| 008 | 170327s2017 oru b 001 0 eng | ||
| 020 | _a9781564843869 (paperback) | ||
| 040 |
_aDLC _beng _cDLC |
||
| 041 | _aspa | ||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aLC 149 _bG192 2017 |
| 082 | 0 | 0 |
_a372.6 _223 |
| 084 |
_aEDU039000 _2bisacsh |
||
| 245 | 0 | 0 |
_aGamify literacy : _bboost comprehension, collaboration and learning / _cedited by Michele Haiken. |
| 250 | _aFirst edition. | ||
| 260 | 1 |
_aPortland, Oregon : _bISTE, _c2017. |
|
| 300 |
_axii, 159 p. : _bill. ; _c23 cm |
||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aSchool research goes galactic / Sheena Kelly -- Larps for learning : live action role play / Aaron Vanek -- Building games as literary text / Kip Glazer -- Gamifying culinary arts / Tisha Richmond -- Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum -- Scavenger hunts / Rachelle Dene Poth -- Amazing race challenge / Michele Haiken -- Classcraft / Travis Phelps -- Interview with Shawn Young, Classcraft CEO & co-founder -- Sydney's world / Ivan Kaltman -- MinecraftEDU and World War I / Robert Daly -- Adventure quests / Michele Haiken -- Grudge Ball / Kristie Orlando Bengali -- Boss battles / Michele Haiken -- Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein -- Badges for motivation and learning assessment practices / Angela Elkordy -- Unlocked : 10 easy steps to motivate students using badges / MJ Linane -- Get the best from gamification (and avoid the worst) / Scott Garrigan -- Appendix A: ISTE standards for students. | |
| 520 |
_a"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"-- _cProvided by publisher. |
||
| 650 | 0 |
_aLiteracy _xStudy and teaching. |
|
| 650 | 0 |
_aLanguage arts _xCorrelation with content subjects. |
|
| 650 | 0 | _aReading comprehension. | |
| 650 | 0 | _aVideo games in education. | |
| 650 | 7 |
_aEDUCATION / Computers & Technology. _2bisacsh |
|
| 700 | 1 |
_aHaiken, Michele, _eeditor. |
|
| 776 | 0 | 8 |
_iOnline version: _tGamify literacy _dPortland, Oregon : ISTE, 2017 _z9781564846228 _w(DLC) 2017016077 |
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
| 942 |
_2lcc _cBK |
||