Playing games in the school library : developing game-based lessons and using gamification concepts / / Sarah Pavey |
Autore | Pavey Sarah |
Pubbl/distr/stampa | London : , : Facet, , 2021 |
Descrizione fisica | 1 online resource (xix, 171 pages) |
Disciplina | 371.337 |
Soggetto topico |
Educational games
School libraries |
ISBN |
9781783305353
1783305355 9781783305360 1783305363 9781783305339 9781783305346 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Title Page -- Copyright -- Contents -- Acknowledgements -- Abbreviations -- Foreword -- Introduction -- 1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning? -- Defining game-based learning and gamification -- The psychology of teaching and learning using games -- Pedagogical considerations in game design -- 2 Developing Emotional and Social Skills Through Game-Based Learning -- Game-based learning in practice - some considerations -- The student who is disengaged with learning -- The student who is afraid of failure -- The student with English as an additional language -- The student with dyspraxia -- The autistic student -- The competitive student -- The shy student -- The student with low self-esteem -- 3 Simple Slide-Based Games -- Reveal and disappear slide games -- Slide games using motion pathways -- Motivation through using slides based on commercial game ideas -- Constructivist approaches to simple slide-based games -- Modification and redefinition with slide-based games -- 4 Digital Games -- Video games -- Computer coding games -- Games using a library management system -- Social media games -- Games using smart device apps -- Designing digital games using commercial templates -- 5 Physical Games -- How do we know if a physical game will be successful? -- Games using everyday and commercial artefacts -- Quiz games -- Card-based games -- Board (table-top) games -- 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- 7 Active Learning and Live Games -- Games involving movement as a motivator for engagement and cognition -- Games for practising communication skills and enquiry -- Games to promote skills in empathy and perspective -- Games requiring problem-solving skills.
8 Gamification -- The psychology of gamification -- Pros and cons of reward schemes -- Gamification design -- Reading schemes based on gamification -- Using gamification in enquiry work and for information literacy -- 9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community -- The importance of creating impact within the school community -- Game-based learning and gamification for promotion of library resources and services beyond the curriculum -- Sharing game ideas with other schools -- 10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques -- Collaborating with teaching staff in a game-based approach to learning -- Collaborating with senior leaders in a game-based approach to learning -- Collaborating with the wider community and parents in a game-based approach to learning -- References -- Index. |
Record Nr. | UNINA-9910794509303321 |
Pavey Sarah | ||
London : , : Facet, , 2021 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Playing games in the school library : developing game-based lessons and using gamification concepts / / Sarah Pavey |
Autore | Pavey Sarah |
Pubbl/distr/stampa | London : , : Facet, , 2021 |
Descrizione fisica | 1 online resource (xix, 171 pages) |
Disciplina | 371.337 |
Soggetto topico |
Educational games
School libraries |
ISBN |
9781783305353
1783305355 9781783305360 1783305363 9781783305339 9781783305346 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Title Page -- Copyright -- Contents -- Acknowledgements -- Abbreviations -- Foreword -- Introduction -- 1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning? -- Defining game-based learning and gamification -- The psychology of teaching and learning using games -- Pedagogical considerations in game design -- 2 Developing Emotional and Social Skills Through Game-Based Learning -- Game-based learning in practice - some considerations -- The student who is disengaged with learning -- The student who is afraid of failure -- The student with English as an additional language -- The student with dyspraxia -- The autistic student -- The competitive student -- The shy student -- The student with low self-esteem -- 3 Simple Slide-Based Games -- Reveal and disappear slide games -- Slide games using motion pathways -- Motivation through using slides based on commercial game ideas -- Constructivist approaches to simple slide-based games -- Modification and redefinition with slide-based games -- 4 Digital Games -- Video games -- Computer coding games -- Games using a library management system -- Social media games -- Games using smart device apps -- Designing digital games using commercial templates -- 5 Physical Games -- How do we know if a physical game will be successful? -- Games using everyday and commercial artefacts -- Quiz games -- Card-based games -- Board (table-top) games -- 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- 7 Active Learning and Live Games -- Games involving movement as a motivator for engagement and cognition -- Games for practising communication skills and enquiry -- Games to promote skills in empathy and perspective -- Games requiring problem-solving skills.
8 Gamification -- The psychology of gamification -- Pros and cons of reward schemes -- Gamification design -- Reading schemes based on gamification -- Using gamification in enquiry work and for information literacy -- 9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community -- The importance of creating impact within the school community -- Game-based learning and gamification for promotion of library resources and services beyond the curriculum -- Sharing game ideas with other schools -- 10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques -- Collaborating with teaching staff in a game-based approach to learning -- Collaborating with senior leaders in a game-based approach to learning -- Collaborating with the wider community and parents in a game-based approach to learning -- References -- Index. |
Record Nr. | UNINA-9910809680603321 |
Pavey Sarah | ||
London : , : Facet, , 2021 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|