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