Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)
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Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)

4.3/5
ID del producto: 14315075
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Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies)

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4.3

Todo de compras verificadas

P**C

A book for both, Educators and Game Designers!

Teachers and Educators wanting to learn about Game-Based learning will benefit greatly from this book. The author does a wonderful job of compiling large amounts of tips, ideas, knowledge, and resources. The book is very comprehensive as it covers a vast array of topics. At the end of every chapter there are small lists of Lesson Plan ideas, Games, and Resources.Game Designers will also benefit greatly from the book, even if their focus is not on games that teach or provide learning experiences, the book includes many useful bits of information, tips, and resources for making games effectively fun and engaging. In particular, the games listed as examples of successful games can serve as inspiration and reference in what works and what doesn't.As an educator and member of a family of teachers, and as father of two game designers, I have found this book to be very helpful and inspirational.

E**D

I found it a useful read for my own classroom

This has recent research and a lot of experience gathered together in one book. I found it a useful read for my own classroom. It offers strong explanations about gamifying a classroom, has tons of resource links, and brings in interviews with current specialists in the field. While I found this book helpful, I wish there was more information about planning and starting the gamification process.

J**U

Wonderfully clever and refreshing approach to using games in the ...

Wonderfully clever and refreshing approach to using games in the classroom. I am a board game designer focusing solely on science games for the classroom. I gleaned much insight from Mathew's exhaustive examples, and academic approach to the topic!

T**R

This book presents a practical guide implementing new instructional methodology ...

This book presents a practical guide implementing new instructional methodology utilizing game-based skills. Mr. Farber has included concrete examples and real time classroom planning and management techniques in his book.As an educator with more than 40 years of experience in classroom management this text brings together the new challenges facing 21st century classroom instruction. This book should be required reading for all educators.

N**E

Five Stars

good book

E**E

must have

This is one of the best gamification books i have ever read. It has many new ideas, concepts, examples. This book is a must have if you're a teacher.

A**Z

Five Stars

Great book. Amazing insights.

C**M

Five Stars

Great introduction to gamification

J**P

A practical guide to increasing classroom engagement

I am a gamification expert who edited the book,  Gamification for Human Factors Integration: Social, Education, and Psychological Issues (Advances in Human and Social Aspects of Technology (Ahsat) B) .On that basis I can not sing this book's praises enough. It is highly practical providing lots of lesson plan suggestions and ideas for integrating gamification into the curriculum. If one takes this book together with  E-Tivities: The Key to Active Online Learning , which I also own and recommend, then one is well equipped to provide education fit for the digital age. Gamification for Human Factors Integration: Social, Education, and Psychological Issues (Advances in Human and Social Aspects of Technology (Ahsat) B)E-Tivities: The Key to Active Online Learning

L**E

Resumen de gamificación en educación y game-based learning cuestionable y sesgado

Es un repaso general al GBL presentando conceptos y casos de éxito variados. La fuente fundamental son entrevistas con los actores principales, tanto académicos como profesionales del entorno americano. El libro lo encontré muy desestructurado, a ratos desordenado. Presenta ideas una tras otra sin aparente relación. Además es EEUU-céntrico. Da muchas cosas por supuestas y tiene bastante sesgo cultural. Los capítulos finales son especialmente relveladores de esto dedicándose a describir grupos de investigación, empresas, entornos de desarrollo, e incluso instancias específicas de conferencias. Por lo demás el libro cubre lo básico de juegos, jugadores, diseño, GBL y gamificación. Creo que el libro está pensado para otros profesores de secundaria pero yo no lo recomendaría.

B**D

Five Stars

Great read. Looking forward to starting a new year with this book in my tool chest.

C**

Metodo ludico e didattica

Libro eccellente per compiere una serie riflessione intorno all'idea di portare il gioco nella didattica, non solo nel senso di giocare per imparare, ma principalmente nell'usare il metodo e l'approccio ludico in tutte le discipline.

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