Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Download or read book Culturally Responsive Teaching written by Geneva Gay and published by Teachers College Press. This book was released on 2010 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The achievement of students of color continues to be disproportionately low at all levels of education. More than ever, Geneva Gay's foundational book on culturally responsive teaching is essential reading in addressing the needs of today's diverse student population. Combining insights from multicultural education theory and research with real-life classroom stories, Gay demonstrates that all students will perform better on multiple measures of achievement when teaching is filtered through their own cultural experiences. This bestselling text has been extensively revised to include expanded coverage of student ethnic groups: African and Latino Americans as well as Asian and Native Americans as well as new material on culturally diverse communication, addressing common myths about language diversity and the effects of "English Plus" instruction.
Download or read book Gamification Strategies for Retention Motivation and Engagement in Higher Education Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2020-04-10 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students
Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
Download or read book Teaching Music to Students with Differences and Disabilities written by ALICE M.. HOURIGAN HAMMEL (RYAN M.) and published by Oxford University Press. This book was released on 2024-10-22 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest edition of the landmark text Teaching Music to Students with Differences and Disabilities: A Label-Free Approach--designed for music education faculty, in-service music administrators, in-service music teachers, and preservice music teachers--offers a comprehensive manual and reference guide that introduces those in the field of music education to best practices when teaching music to students with differences and disabilities. Acclaimed pedagogues and clinicians Alice Hammel and Ryan Hourigan addresses a variety of topics such as research-based strategies for methods courses, practical approaches for in-service music educators, and professional development grounded in research, special education law, and best practice. Like previous editions, a core focus this book is that a student with differences and disabilities is an individual who deserves a music education that is free of labels. This philosophical premise of a label-free approach is centered in the preservation of the individual personhood of each student. Through this approach, music educators will be able to gain and advocate for support, understand their rights and responsibilities, and offer an affective and effective music education for students with and without disabilities. This includes learning strategies for effective collaboration with special educators, teacher educators, and classroom teachers. The authors also include curriculum development ideas, lesson plan strategies, observation strategies (methods classroom), and practical ideas (methods classroom).
Download or read book Power Up Your Classroom written by Lindsey Blass and published by International Society for Technology in Education. This book was released on 2022-08-24 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book The Psychology of Music Teaching written by Edwin Gordon and published by Prentice Hall. This book was released on 1971 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author seeks to provide insights into how students learn music and focuses on musical aptitude and musical achievement.
Download or read book Handbook of Research on the Influence and Effectiveness of Gamification in Education written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Download or read book Gamification by Design written by Gabe Zichermann and published by "O'Reilly Media, Inc.". This book was released on 2011-08 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
Download or read book Gamifying the Music Classroom written by Andrew J. Lesser and published by Oxford University Press. This book was released on 2024-09-24 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamifying the Music Classroom: Digital Tools for Practical Application spotlights the application of digital game-based learning tools to enhance a General Music curriculum with a focus on grades K-8. Digital games, often referred to as video games, have the potential to act as effective educational resources in the teaching of musical concepts and skills. In this book, author Andrew J. Lesser, Ed.D., provides an introduction to how digital games can be used in educational contexts for in-service and pre-service school music teachers and shows how to successfully use them to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. The book features specific examples of over 40 digital games in the form of lesson plan outlines that are connected to educational objectives and National Core Arts Standards and that are designed to be implemented in multiple classroom technology environments. The games are organized into individual lesson templates which include learning objectives, detailed game descriptions, procedures for multiple classroom environments, differentiated instruction, assessments, and extensions. Supplemental tutorial videos of each game are available on the companion website. Gamifying the Music Classroom showcases digital game-based learning technology as a valuable tool not only to produce new and innovative ways to teach music, but to create meaningful experiences for all students.
Download or read book The Power of SMART Goals written by Anne Conzemius and published by Solution Tree Press. This book was released on 2009-04-01 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help staff focus on results, and implement SMART (Strategic and specific, Measurable, Attainable, Results based, and Time bound) goals to transform your school into a place where every student meets or exceeds standards. The authors present four success stories from real SMART schools and several frameworks for adult and student goal setting that lead to real results.
Download or read book Gamifying the Music Classroom written by Andrew Lesser and published by Oxford University Press. This book was released on 2024 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Digital games, often referred to as video games, have the potential to act as effective educational resources in the teaching of musical concepts and skills. This book will serve as an introduction to how digital games can be used in educational contexts for in-service and pre-service school music teachers and show how to successfully use digital games to create, perform, respond to, and connect musical content in a way that is engaging and relevant for students. Specific examples of over 40 digital games are included in lesson plan outlines that, along with connections to educational objectives and National Core Arts Standards, are designed to be implemented in multiple classroom technology environments. Gamifying the Music Classroom: Digital Tools for Practical Application will showcase digital game-based learning technology as valuable tools not only to produce new innovative ways to teach music, but to create meaningful experiences for all students"--
Download or read book IPractice written by Jennifer Mishra and published by . This book was released on 2019 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides new practical tools that bridge the gap between familiar, easy-to-use technology and musical practice to enhance musicianship and motivate students. Authors Jennifer Mishra and Barbara Fast provide ideas for use with students of all levels, from beginners to musicians performing advanced repertoire. This book is written for teachers (both studio teachers and ensemble directors), but can be read by performers to help give new guidance to their own practice sessions. Some strategies in this book would not have been possible without advances in technology; others expand tried-and-true practice strategies with the use of technology. Most of the technologies discussed are free or inexpensive and don't require extensive specialist equipment or learning. Rather than replacing quality practice strategies, technology brings new tools to the practicing tool box. The strategies lay the foundation for how technology can be used in the practice room and are intended to spark creativity. The book encourages teachers and students to vary the integration of practice strategies with technology in personal ways to fit their own studios or practice routines. This book is all about exploring our musical practice through technology. The ideas in this book will invigorate your musical practice and lead to even more creativity between you and your students
Download or read book Audio Education written by Daniel Walzer and published by Routledge. This book was released on 2020-06-09 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Audio Education: Theory, Culture, and Practice is a groundbreaking volume of 16 chapters exploring the historical perspectives, methodologies, and theoretical underpinnings that shape audio in educational settings. Bringing together insights from a roster of international contributors, this book presents perspectives from researchers, practitioners, educators, and historians. Audio Education highlights a range of timely topics, including environmental sustainability, inclusivity, interaction with audio industries, critical listening, and student engagement, making it recommended reading for teachers, researchers, and practitioners engaging with the field of audio education.
Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Download or read book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.