Assassin s Creed in the Classroom

   Assassin   s Creed    in the Classroom
Author: Erik Champion,Juan Francisco Hiriart Vera
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 276
Release: 2023-12-18
Genre: Games & Activities
ISBN: 9783111253275

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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Assassin s Creed in the Classroom

   Assassin s Creed    in the Classroom
Author: Erik Champion,Juan Francisco Hiriart Vera
Publsiher: Walter de Gruyter
Total Pages: 0
Release: 2023
Genre: Games & Activities
ISBN: 3111250725

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The open world role-playing Assassin's Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin's Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publsiher: Springer
Total Pages: 411
Release: 2016-09-29
Genre: Education
ISBN: 9783319122236

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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Teaching in the Game Based Classroom

Teaching in the Game Based Classroom
Author: David Seelow
Publsiher: CRC Press
Total Pages: 188
Release: 2021-07-12
Genre: Education
ISBN: 9781000411737

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Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom
Author: Tison Pugh,Lynn Ramey
Publsiher: Bloomsbury Publishing
Total Pages: 257
Release: 2022-09-22
Genre: Education
ISBN: 9781350269736

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Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Developing Video Game Literacy in the EFL Classroom

Developing Video Game Literacy in the EFL Classroom
Author: Roger Dale Jones
Publsiher: Narr Francke Attempto Verlag
Total Pages: 364
Release: 2018-07-16
Genre: Literary Criticism
ISBN: 9783823392484

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Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

Playful Teaching Learning Games New Tool for Digital Classrooms

Playful Teaching  Learning Games New Tool for Digital Classrooms
Author: Myint Swe Khine
Publsiher: Springer Science & Business Media
Total Pages: 133
Release: 2011-11-13
Genre: Education
ISBN: 9789460914607

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Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Sparking Creativity in the World Language Classroom

Sparking Creativity in the World Language Classroom
Author: Deborah Blaz,Tom Alsop
Publsiher: Taylor & Francis
Total Pages: 369
Release: 2023-04-05
Genre: Foreign Language Study
ISBN: 9781000855531

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Jam-packed with inspiring lessons and ideas, this book will help you access and enhance your own creativity in the classroom and inspire your students to become motivated language learners. Top authors Blaz and Alsop share practical strategies to channel your creative impulses and transform them into effective lessons that will energize students of all levels. Aligned with ACTFL (American Council on the Teaching of Foreign Languages) and CEFR (Common European Framework of Reference for Languages) standards, the resources in this book support creativity as a practical process, with step-by-step guidance on goal-setting, implementation, evaluation, and feedback. Examples come from many world languages and cover fun and original topics, including tapping into students’ own interests through cooking, memes, online videos, sports, arts and crafts, and more. Relevant for all levels of language instruction, this text includes plentiful photocopiable charts, templates, and samples to use in the classroom.