New Ways in Teaching with Games


Book Description

For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!




Using Games to Enhance Learning and Teaching


Book Description

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.




New Ways in Teaching Speaking


Book Description

"Speaking is a critical part of second language learning and teaching. This essential communicative skill allows individuals to express themselves and interact with the world around them. New Ways in Teaching Speaking, Second Edition contains more than 100 new activities that promote good speaking habits for all proficiency levels and ages. Learn how to incorporate technology tools to improve students' speaking skills and digital literacy skills simultaneously. Plus, the new career-focused activities connect to work in business, law, and more, allowing students to strengthen their speaking skills for immediate use in their daily lives. Activity categories are : Developing Fluency, Developing Accuracy, Developing Pronunciation, Speaking in Specific Contexts, Speaking and Technology. Digital online resources such as presentations and handouts are available on the website that accompanies this book. These diverse and ready-to-use activities will keep your students engaged and enjoying their time learning this essential language skill"--back cover.




When Teaching Gets Tough


Book Description

Are you overwhelmed by unruly students, difficult parents, and never-ending classroom distractions? Are you tired of scavenging and pleading for basic school supplies? Do you wonder if anyone notices or cares how much effort you put into teaching every day? If you answered yes to any of these questions, then this book is for you. When Teaching Gets Tough offers practical strategies you can use to make things better right away. Veteran educator Allen Mendler organizes the discussion around four core challenges: * Managing difficult students * Working with unappreciative and irritating adults * Making the best of an imperfect environment * Finding time to take top-notch care of yourself When Teaching Gets Tough is there when you need help to reclaim and sustain your energy and enthusiasm for teaching. Written with a deep understanding of the issues that teachers face every day, the book also includes sections for administrators who want to help teachers stay at the top of their game. Allen Mendler is an educator and school psychologist and the author of Connecting with Students and co-author of Discipline with Dignity, 3rd edition .




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Learning by Playing


Book Description

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.




Handbook of Research on Using Motor Games in Teaching and Learning Strategy


Book Description

Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.




New Ways in Teaching Vocabulary


Book Description

Because vocabulary is a central building block for all learners, New Ways in Teaching Vocabulary, Revised is designed to make vocabulary teaching almost effortless. Classroom teachers contributed more than 100 step-by-step activities that fit any context, learner, proficiency level, or technology. This revised volume builds on the work by Paul Nation, one of the leading researchers and teachers in the field and represents the most recent developments, including technology, which lends value and ease to teaching vocabulary. The new edition also addresses the growing demand for preparing international students for academic and professional studies.




Third Symposium Proceedings. New Ways of Teaching and Learning


Book Description

This volume contains the papers presented at the Third International Symposium on New Ways of Teaching & Learning held from August 6-10, 2024, at the Aemilia Hotel, Bologna, Italy. The Conference was organized by The Mathematics Education for the Future Project - an international educational project founded in 1986 and dedicated to innovation in mathematics, statistics, science and computer education world wide.




Teaching Mathematics Through Games


Book Description

Active engagement is the key to learning. You want your students doing something that stimulates them to ask questions and creates a need to know. Teaching Mathematics Through Games presents a variety of classroom-tested exercises and activities that provoke the active learning and curiosity that you hope to promote. These games run the gamut from well-known favorites like SET and Settlers of Catan to original games involving simulating structural inequality in New York or playing Battleship with functions. The book contains activities suitable for a wide variety of college mathematics courses, including general education courses, math for elementary education, probability, calculus, linear algebra, history of math, and proof-based mathematics. Some chapter activities are short term, such as a drop-in lesson for a day, and some are longer, including semester-long projects. All have been tested, refined, and include extensive implementation notes.