Planning for Learning through Games


Book Description

Plan for six weeks of learning covering all six areas of learning and development of the EYFS through the topic of games. The Planning for Learning series is a series of topic books written around the Early Years Foundation Stage designed to make planning easy. This book takes you through six weeks of activities on the theme of games Each activity is linked to a specific Early Learning Goal, and the book contains a skills overview so that practitioners can keep track of which areas of learning and development they are promoting. This book also includes a photocopiable page to give to parents with ideas for them to get involved with their children's topic, as well as ideas for bringing the six weeks of learning together. The weekly themes in this book include: word games, board games, ball games and the most famous of them all, the Olympic Games. At the end of the sixth week there are ideas for creating your very own Olympic ceremony! Perfect for bringing the spirit of London 2012 alive with children in the early years.




Learning Online with Games, Simulations, and Virtual Worlds


Book Description

Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University




Classroom Guidance Games


Book Description

Focuses on bully prevention, social skills, anger management, study skills, emotions, respect, getting along, goal setting, responsibility, careers and self-esteem.




Game-based Learning Across the Disciplines


Book Description

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.




Games for Learning


Book Description

A guide of educational games for parents covering all areas of the school curriculum.




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.




Activities, Games, and Lessons for Social Learning


Book Description

In these games, the prize is success in school—and life. Having good social skills doesn’t just affect classroom behavior—it’s the key to making learning stick. When students improve their self-regulation, social communication, and perspective-taking competencies, they are better prepared to challenge themselves academically, take on tough tasks, and collaborate with teachers and classmates to achieve real, lasting school success. And since these skills also improve life outside school, the benefits come full circle. Designed for both explicit instruction and "learning by doing," this practical guide provides hands-on activities that are easily adapted into any curriculum and can be used in general education, special education, after-school settings, and in the home. The design of each game keeps kids engaged and motivated, while educators benefit from clear, thorough explanations that unpack the complexities of social learning. Other behind-the-scenes features include: Evidence-based, teacher-tested lessons Anecdotes and real-world examples Links to relevant research Expansion ideas for applying learned skills to broader situations Templates and reproducibles for easy implementation This curated collection of activities puts social-learning theory into practice, helping even the most challenging children develop the social skills necessary for real success in school—and beyond.




Teach Smarter


Book Description

Discover new, practical methods for teaching literacy skills in your early childhood classroom. Has teaching early literacy skills become a stumbling block to getting your preschool students kindergarten ready? Break out of the tired “letter of the week” routine and learn how to transform your lessons with fun and effective techniques. Teach Smarter: Literacy Strategies for Early Childhood Teachers will equip teachers to infuse every aspect of their teaching with exciting hands-on literacy teaching methods that engage students and help them build authentic connections with books, so that 100% of their students will have a strong literacy foundation and will be fully prepared for success in kindergarten and beyond. Respected author Vanessa Levin, veteran early childhood educator and author of the “Pre-K Pages” blog, breaks down the research and translates it into realistic, actionable steps you can take to improve your teaching. Features specific examples of teaching techniques and activities that engage students in hands-on, experiential learning during circle time, centers, and small groups. Offers a simple, four-step system for teaching literacy skills, based on the foundational principles of early literacy teaching Demonstrates how to build your confidence in your ability to get 100% of your students ready for kindergarten, long before the end of the school year Understand the problems with traditional literacy teaching and identify gaps in your current teaching practice with this valuable resource.




Organizing and Learning Through Gaming and Simulation


Book Description

45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.




Gaming SEL


Book Description

In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.