57 Games to Play in the Library Or Classroom


Book Description

A collection of fifty-seven games designed to teach students how to use libraries, media centers, and other reference tools.







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.







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.




Engaging Diverse Learners


Book Description

This book connects teaching practical strategies and ideas with educational theories to give you techniques to use in the classroom to capture students' attention and engage them with instruction. Drawing on the literatures of adult education and of teaching skills, Engaging Diverse Learners: Teaching Strategies for Academic Librarians presents a wide range of methods to improve how you teach. Coauthors Mark Aaron Polger and Scott Sheidlower argue that in order to grab–and hold onto—students' attention, instructors must get their interest right from the beginning. The techniques they suggest explain how to take into consideration the range of different learning styles students may have, how to accommodate students with different English language skills or abilities, and how to successfully work with individuals from different socioeconomic backgrounds or from different technologically adapted generations. The sections for each group address the key questions of identification (who are they?); how members of that group tend to react to libraries, librarians, and education; and how educational theories of that time affected students' learning in that generation.







Drama Menu


Book Description

Packed full of drama games, ideas and suggestions, Drama Menu is a unique new resource for drama teachers.




Cat Kid Comic Club


Book Description

Welcome to the Cat Kid Comic Club, where Li'l Petey (LP), Flippy, and Molly introduce twenty-one rambunctious, funny, and talented baby frogs to the art of comic making. As the story unwinds with mishaps and hilarity, readers get to see the progress,




Games in Libraries


Book Description

Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.