Shortcuts
Top of page (Alt+0)
Page content (Alt+9)
Page menu (Alt+8)
Your browser does not support javascript, some WebOpac functionallity will not be available.
.
Default
.
PageMenu
-
Main Menu
-
Member Services
.
Purchase Suggestion
.
New Items List
.
Artwork Collection
.
Women Collection
.
LGBTIQA+ Collection
.
Picture Books
.
Prof. Stephen Dinham Collection
.
Search Menu
Simple Search
.
Advanced Search
.
Refine Search
.
Journals
.
New Items Menu
Education Journal - Search
.
Education Journal - Issues
.
Hot Topics Guides
.
Borrowing and Postal Services
.
Bottom Menu
Select Catalogue
.
Staff Login
.
© LIBERO v6.4.1sp240211
Page content
You are here
:
Catalogue Display
Catalogue Display
Game on : using digital games to transform teaching, learning, and assessment / Ryan L. Schaaf, Nicky Mohan.
.
Google Books
.
Browse Shelf
Catalogue Record 18397
.
Item Information
Catalogue Record 18397
.
Catalogue Information
Catalogue Record 18397
.
Reviews
Catalogue Record 18397
.
Item Information
Barcode
Shelf Location
Collection
Volume Ref.
Status
Due Date
Res.
TF1256809
371.334 SCH
Loan
.
Available
.
Select this item
TF1245560
371.334 SCH
Loan
.
Available
.
Select this item
Reserve Title
Catalogue Record 18397
.
Catalogue Record 18397 ItemInfo
Beginning of record
.
Catalogue Record 18397 ItemInfo
Top of page
.
Catalogue Information
Field name
Details
Record Number
18397
ISBN
9781936763979
1936763974
Location
371.334 SCH
Author
Schaaf, Ryan L.
Title
Game on : using digital games to transform teaching, learning, and assessment / Ryan L. Schaaf, Nicky Mohan.
Published
Bloomington, IN : Solution Tree Press, [2017] ©2017
Collation
xiv, 142 pages : illustrations ; 26 cm.
Content types
text
Carrier type
volume
Bibliography Note
Includes bibliographical references (pages 127-137) and index.
Contents Note
Inside This Book -- ch. 1 From Entertainment to Education 3.0 -- The Impact of the Digital Revolution on the Classroom -- A Shift in Paradigms -- A Gaming Mindset -- Summarizing the Main Points -- Questions to Consider -- ch. 2 The Arcade of Education -- Play-Based Learning -- Game-Based Learning -- Digital Game--Based Learning -- Gamification -- Summarizing the Main Points -- Questions to Consider -- ch. 3 Learning Theory and the Attributes of the Digital Generation -- The Attributes of Digital Learners -- The Nine Learning Attributes of the Digital Generation -- Game-Based Learning and the Digital Generation -- Summarizing the Main Points -- Questions to Consider -- ch. 4 How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment -- Playing Serious Games -- Playing Browser-Based Games -- Playing Games Through Apps -- Playing Personal Computer Games -- Playing Console Games -- Finding Games -- Evaluating and Integrating Games -- Piloting Games -- Summarizing the Main Points -- Questions to Consider -- ch. 5 Lesson Design Using Digital Games -- Short-Form Games -- Long-Form Games -- Lesson Sparks -- Summarizing the Main Points -- Questions to Consider -- ch. 6 Digital Gaming and Assessment -- Digital Games and Summative Assessment -- Digital Games and Formative Assessment -- Stealth Assessment -- Learning Analytics -- Summarizing the Main Points -- Questions to Consider -- ch. 7 The Nine I's of Modern Learning -- Intrapersonal Skills -- Interpersonal Skills -- Independent Problem-Solving Skills -- Interdependent Collaboration Skills -- Information Investigation Skills -- Information Communication Skills -- Imagination Creativity Skills -- Innovation Creativity Skills -- Internet Citizenship Skills -- Present-Day Instruction With the Future in Mind -- Summarizing the Main Points -- Questions to Consider -- ch. 8 Universal Design for Learning With Games -- Universal Design for Learning -- Multiple Means of Representation -- Multiple Means of Action and Expression -- Multiple Means of Engagement -- Summarizing the Main Points -- Questions to Consider -- ch. 9 Beyond Linear Presentations -- Using PowerPoint for Digital Gaming -- Using Different Slideshow Versions and Programs -- Summarizing the Main Points -- Questions to Consider -- ch. 10 Takeaways -- Takeaway 1 Education Super Blogs -- Takeaway 2 Evernote Public Notebook -- Takeaway 3 Digital Learning Game Database -- The Right Balance.
Summary Note
"Presents K-12 teachers and administrators with evidence of the power gaming has to improve education for students of the digital generation ... Schaaf and Mohan believe that digital games are ideal for making the classroom better mirror the interactive, engaging reality students experience outside the classroom and will continue to experience when they pursue college and careers. This practical guide provides educators with helpful guidance for selecting and tailoring digital games to their needs and their students’ needs." - Back cover.
Target Audience
Teachers of K-12 students.
Subject
Educational games
Computer games
Technology enhanced learning
Education -- Effect of technological innovations on
Added Name
Mohan, Nicky
.
Enriched Content
Catalogue Record 18397
.
ISBD Display
Catalogue Record 18397
.
Related Works
Catalogue Record 18397
.
Add Title to Basket
Catalogue Record 18397
.
Catalogue Information 18397
Beginning of record
.
Catalogue Information 18397
Top of page
.
Reviews
This item has not been rated.
Add a Review and/or Rating
18397
1
18397
-
2
18397
-
3
18397
-
4
18397
-
5
18397
-