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Game on : using digital games to transform teaching, learning, and assessment / Ryan L. Schaaf, Nicky Mohan.

Game on : using digital games to transform teaching, learning, and assessment / Ryan L. Schaaf, Nicky Mohan.
Item Information
Barcode Shelf Location Collection Volume Ref. Status Due Date Res.
TF1256809 371.334 SCH
Loan   . Available .  
TF1245560 371.334 SCH
Loan   . Available .  
. 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
Catalogue Information 18397 Beginning of record . Catalogue Information 18397 Top of page .

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