Exploring Genre through Gamified Adventures in Elementary Classrooms

Exploring Genre through Gamified Adventures in Elementary Classrooms
Author: Jill T. Tussey,Leslie Haas
Publsiher: Springer Nature
Total Pages: 90
Release: 2024-01-01
Genre: Education
ISBN: 9783031417177

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This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images to support understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders.

Next Steps

Next Steps
Author: Barbara Bird,Doug Downs,I. Moriah McCracken,Jan Rieman
Publsiher: University Press of Colorado
Total Pages: 307
Release: 2019-04-08
Genre: Language Arts & Disciplines
ISBN: 9781607328421

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Next Steps: New Directions for/in Writing about Writing is the first collection of teacher and student voices on a writing pedagogy that puts expert knowledge at the center of the writing classroom. More than forty contributors report on implementations of writing-about-writing pedagogies from the basic writing classroom to the graduate seminar, in two-year and four-year schools, and in small colleges and research universities around the United States and the world. For more than ten years, WAW approaches have been emerging in all these sites and scenes of college writing instruction, and Next Steps offers an original look at the breadth of ways WAW pedagogy has been taken up by writing instructors and into an array of writing courses. Organized by some of the key foci of WAW instruction—writerly identity, process, and engagement—the book takes readers into thick classroom descriptions as well as vignettes offering shorter takes on particular strategies. The classroom descriptions are fleshed out in more personal ways by student vignettes, reflections on encountering writing about writing in college writing classes. As its theoretical basis, Next Steps includes chapters on threshold concepts, transfer of writing-related learning, and the history of WAW pedagogies. As the first extensive look into WAW pedagogies across courses and institutions, Next Steps is ideal for writing instructors looking for new approaches to college composition instruction or curious about what “writing about writing” pedagogy actually is, for graduate students in composition pedagogy and their faculty, and for those researching composition pedagogy, threshold concepts, and learning transfer. Contributors: Linda Adler-Kassner, Olga Aksakalova, Joy Arbor, Matthew Bryan, Shawn Casey, Gabriel Cutrufello, Jennifer deWinter, Kristen di Gennaro, Emma Gaier, Christina Grant, Gwen Hart, Kimberly Hoover, Rebecca Jackson, Frances Johnson, Elizabeth Kleinfeld, Katie Jo LaRiviere, Andrew Lucchesi, Cat Mahaffey, Michael Michaud, Rebecca S. Nowacek, Andrew Ogilvie, Sarah Read, Rebecca Robinson, Kevin Roozen, Mysti Rudd, Christian Smith, Nichole Stack, Samuel Stinson, Hiroki Sugimoto, Lisa Tremain, Valerie Vera, Megan Wallace, Elizabeth Wardle, Christy I. Wenger, Nancy Wilson, Dominique Zino

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Author: Christopher McGunnigle
Publsiher: Vernon Press
Total Pages: 334
Release: 2023-01-17
Genre: Education
ISBN: 9781648896101

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Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Disciplinary Literacy and Gamified Learning in Elementary Classrooms

Disciplinary Literacy and Gamified Learning in Elementary Classrooms
Author: Leslie Haas,Michelle Metzger,Jill T. Tussey
Publsiher: Springer Nature
Total Pages: 187
Release: 2022-02-04
Genre: Education
ISBN: 9783030803490

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This textbook provides real world examples of how disciplinary literacy can incorporate gamified learning opportunities in elementary classrooms (grades K-5 or ages 5-11). It also presents concrete examples of how to seamlessly integrate literacy within other subjects in engaging and unique ways. Furthermore, this text offers practical information related to pedagogy, content, and differentiation for each lesson. Preservice teachers, practicing teachers, instructional coaches, and administrators can benefit from this user-friendly text and its companion digital components, allowing for replication of lessons based on national standards, backed by best-practices, and supported by differentiated pedagogy. This unique volume begins with engineering marvels that span across centuries and locations. The eight chapters focus on the following marvels in chronological order: Great Pyramid of Giza, Stonehenge, Leaning Tower of Pisa, Great Wall of China, Machu Picchu, Panama Canal, Golden Gate Bridge, and International Space Station. By focusing on these specific examples of human ingenuity, opportunities are created to delve into the historical and social aspects of each chapter’s focus. There are also occasions to explore the artistic merit and the art created about and around each focus. Additional teaching opportunities lie in understanding the science, engineering, technology, and math embedded in all featured marvels. Each chapter features an adventure roadmap in the form of a narrative quest set against the chapter’s marvel that guides teachers and student players through embedded activities. Activities are designed for lower elementary school (grades K-2 or ages 5-8) and upper elementary school (grades 3-5 or ages 8-11). Instructional support for both novice and career teachers is provided through differentiation strategies, resource materials, and teaching tips.

Gamification in Education Breakthroughs in Research and Practice

Gamification in Education  Breakthroughs in Research and Practice
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 677
Release: 2018-01-05
Genre: Education
ISBN: 9781522551997

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Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Explore Like a Pirate

Explore Like a Pirate
Author: Michael Matera
Publsiher: Unknown
Total Pages: 254
Release: 2015-12-05
Genre: Electronic Book
ISBN: 1946444278

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Are you ready to transform your classroom into an experiential work that flourishes on collaboration and creativity? Then set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning. In Explore Like a PIRATE, Matera serves as your experienced guide to help you apply the most motivational techniques of gameplay to your classroom using strategies that work with and enhance (rather than replace) your current curriculum. Part one debunks common myths and fears about gamification and explains why and how game-based learning effectively engages students in any subject or grade level. Part two focuses on how you can empower students to take control of their learning. You'll also learn all about the different kinds of players in your classroom - and how to inspire them to set and achieve big goals. Part three is an all-in-one treasure chest, tool box, and field guide. Packed with ideas and examples that can be applied or adapted to any classroom - from badges and points, to mini-games and yearlong adventures - this is a resource you'll return to again and again.

Research Anthology on Developments in Gamification and Game Based Learning

Research Anthology on Developments in Gamification and Game Based Learning
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 9781668437117

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Handbook of Research on Pedagogical Models for Next Generation Teaching and Learning

Handbook of Research on Pedagogical Models for Next Generation Teaching and Learning
Author: Keengwe, Jared
Publsiher: IGI Global
Total Pages: 454
Release: 2017-10-31
Genre: Education
ISBN: 9781522538745

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Every generation of students comes to the classroom with different needs than that of their predecessors. Implementing new methods and styles of teaching to meet these diverse needs will provide students with the best chance of success in their educational careers. The Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning is a critical scholarly source that examines the most effective and efficient techniques for implementing new educational strategies in a classroom setting. Featuring pertinent topics including mixed reality simulations, interactive lectures, reflexive teaching models, and project-based learning, this is an ideal publication for educators, academicians, students, and researchers that are interested in discovering more about the recent advances in educational fields.