An edition of Gamify literacy (2017)

Gamify literacy

boost comprehension, collaboration and learning

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Gamify literacy
Michele Haiken
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Last edited by MARC Bot
July 20, 2019 | History
An edition of Gamify literacy (2017)

Gamify literacy

boost comprehension, collaboration and learning

First edition.
  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

"Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--

Publish Date
Language
English
Pages
159

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Edition Availability
Cover of: Gamify Literacy
Gamify Literacy: Boost Comprehension, Collaboration and Learning
2017, International Society for Technology in Education
in English
Cover of: Gamify Literacy
Gamify Literacy: Boost Comprehension, Collaboration and Learning
2017, International Society for Technology in Education
in English
Cover of: Gamify literacy
Gamify literacy: boost comprehension, collaboration and learning
2017
in English - First edition.

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Book Details


Table of Contents

School research goes galactic / Sheena Kelly
Larps for learning : live action role play / Aaron Vanek
Building games as literary text / Kip Glazer
Gamifying culinary arts / Tisha Richmond
Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum
Scavenger hunts / Rachelle Dene Poth
Amazing race challenge / Michele Haiken
Classcraft / Travis Phelps
Interview with Shawn Young, Classcraft CEO & co-founder
Sydney's world / Ivan Kaltman
MinecraftEDU and World War I / Robert Daly
Adventure quests / Michele Haiken
Grudge Ball / Kristie Orlando Bengali
Boss battles / Michele Haiken
Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein
Badges for motivation and learning assessment practices / Angela Elkordy
Unlocked : 10 easy steps to motivate students using badges / MJ Linane
Get the best from gamification (and avoid the worst) / Scott Garrigan
Appendix A: ISTE standards for students.

Edition Notes

Includes bibliographical references and index.

Classifications

Dewey Decimal Class
372.6/044
Library of Congress
LC149 .G36 2017, LC149.G36 2017

The Physical Object

Pagination
xii, 159 pages
Number of pages
159

ID Numbers

Open Library
OL27237985M
ISBN 10
1564843866
ISBN 13
9781564843869
LCCN
2016059643
OCLC/WorldCat
980858134

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