In 17 brief chapters, each authored by an educator or teacher librarian, this volume presents ways to increase student participation and engagement through games and play. Each chapter first states to which of the seven International Society for Technology in Education standards the content maps, and contributors introduce their personal gaming history and describe how they decided to bring gaming concepts into their classrooms. The text is divided into three sections: "Sandbox," which tackles flexible open-ended play; "Homebrews & Game Sharks," which examines strategies and tools that can be applied to different subjects; and "Cheats," which offers ways to motivate students. The book covers online digital gamification techniques, such as using Minecraft to simulate the trenches of World War I, and live-action role-playing games, board games, trivia, and class challenges. There are tips for implementing leaderboards and badges, and chapter appendixes and figures are included to showcase screenshots of the gaming world or the education portal discussed and highlight class worksheets or contracts. Although some chapters are much more detailed than others, this text will inform and spark ideas.
VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula.
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