Level Up Your Classroom


Book Description

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?




Level Up Your Classroom


Book Description

This book shines a spotlight on gamification, an instructional approach that's revolutionizing K-12 education. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding.




Power Up Your Classroom


Book Description

Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai’s paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren’t able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration. Together, they began to ask … what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers? This book: • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters. • Features a downloadable full-color game board that can be used in tandem with the book. • Provides access to an accompanying website that offers dynamic elements and book study questions. • Features the voices of experts and innovators in the fields of gamification and game-based learning. With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning.




Mrs. McBloom, Clean Up Your Classroom!


Book Description

The entire town of Up Yonder joins in to help their favorite teacher clean up her messy classroom.




Level Up!


Book Description

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!




Creepy Carrots!


Book Description

In this Caldecott Honor–winning picture book, The Twilight Zone comes to the carrot patch as a rabbit fears his favorite treats are out to get him. Includes audio! Jasper Rabbit loves carrots—especially Crackenhopper Field carrots. He eats them on the way to school. He eats them going to Little League. He eats them walking home. Until the day the carrots start following him...or are they? Celebrated artist Peter Brown’s stylish illustrations pair perfectly with Aaron Reynold’s text in this hilarious picture book that shows it’s all fun and games…until you get too greedy.




Flip Your Classroom


Book Description

Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!




Gamify Your Classroom


Book Description

This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.




The Noisy Classroom


Book Description

Silver Medalist, 2020 Wishing Shelf Book Awards: Books for 6–8 Year Olds Winner, 2020 American Fiction Awards for Best Cover Design: Children's Books Finalist, 2020 American Fiction Awards for Children's Fiction The first day of school is coming... and I'm going to be in the noisy class. Any class but the noisy class will do! A young girl is about to enter the third grade, but this year she's put into Ms. Johnson's noisy class. Everything about the noisy class is odd. While all the other classes are quiet, Ms. Johnson sings and the kids chatter all day. The door is always closed, yet sounds from it can be heard in the hallway. With summer coming to an end and school starting, the girl realizes that soon she'll be going to the noisy class. What will school be like now? Featuring the honest and delightful humor of debut author Angela Shanté and the bold, graphic imagery of debut illustrator Alison Hawkins, The Noisy Classroom encourages those with first-day jitters to reevaluate a scary situation by looking at it from a different angle and to embrace how fun school can be, even in nontraditional ways.




It's All about the Books


Book Description

"How to flexibly organize school book rooms in service of instruction-aligned classroom libraries"--