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Book Teaching with Video Games

    Book Details:
  • Author : Zachary Hartzman
  • Publisher : Independently Published
  • Release : 2021-10-22
  • ISBN :
  • Pages : 150 pages

Download or read book Teaching with Video Games written by Zachary Hartzman and published by Independently Published. This book was released on 2021-10-22 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This book offers an in depth look at what an entire English Language Arts unit focused on video games in the classroom can look like. Included is a full 30 day unit utilizing the video games "What Remains of Edith Finch" & "Gone Home" as central texts. Students will be tasked to play both games and identify and analyze the many literary elements and rhetorical devices found across both games. A full unit plan and 30 individual lesson descriptions act as your teaching guide. Also included is a debrief of how each lesson went with my own students with student completed handouts attached. When I first decided to pursue a career in education, my close friends joked that I would be the teacher who watched movies and played video games with his students. I always knew in the back of my mind that both of those activities, especially video games, could be a real asset. My hope in writing this book is that you and other educators will be both inspired and prepared to teach with video games in your own classroom.

Book Teaching With Video Games An English Language Arts Unit   Student Packet

Download or read book Teaching With Video Games An English Language Arts Unit Student Packet written by Zachary Hartzman and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Teaching with Video Games an English Language Arts Unit

Download or read book Teaching with Video Games an English Language Arts Unit written by Zachary Hartzman and published by . This book was released on 2021-10-21 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Bridging Literacies with Videogames

Download or read book Bridging Literacies with Videogames written by Hannah R. Gerber and published by Springer. This book was released on 2014-09-23 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

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

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Language and Learning in the Digital Age

Download or read book Language and Learning in the Digital Age written by James Paul Gee and published by Routledge. This book was released on 2011-02-01 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.

Book Video Games as a Teaching Tool  Epic Step by step Guide

Download or read book Video Games as a Teaching Tool Epic Step by step Guide written by Elena V Shliakhovchuk and published by . This book was released on 2020-11-18 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: A clear and effective approach to teaching using digital game.EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay.Why?Because there are more than 2.5 billion video game players all ages worldwide.The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives.Around 61% of senior executives surveyed take daily game breaks at work.Consequently, the interest is growing in the potential of video games for formal and informal education. Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare.As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.Where to find suitable games?How to assess their effectiveness?What about the cost of acquiring games?How to deal with behavioural issues during gaming sessions in class?How to plan a lesson with a video game?What accompanying activities to offer?What about gaming software and hardware requirements?Are video games suitable for online teaching?...These are some of the questions that cross the teachers' mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks.And how would you feel if you were a digital game-based learning and teaching Crack?The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes.Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom!Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.P helps to prepare a lesson plan with video games.I presents a number of actionable ideas for integrating video games in your classroom.C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it.This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students.What is more, the book contains video game jokes and memes to develop a taste of gaming humour.Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

Book Gaming the Past

    Book Details:
  • Author : Jeremiah McCall
  • Publisher : Taylor & Francis
  • Release : 2022-11-11
  • ISBN : 100077953X
  • Pages : 196 pages

Download or read book Gaming the Past written by Jeremiah McCall and published by Taylor & Francis. This book was released on 2022-11-11 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.

Book Digital Games

    Book Details:
  • Author : Catherine Beavis
  • Publisher : Wakefield Press
  • Release : 2012
  • ISBN : 1743051271
  • Pages : 178 pages

Download or read book Digital Games written by Catherine Beavis and published by Wakefield Press. This book was released on 2012 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

Book A Big Mooncake for Little Star  Caldecott Honor Book

Download or read book A Big Mooncake for Little Star Caldecott Honor Book written by Grace Lin and published by Little, Brown Books for Young Readers. This book was released on 2018-08-28 with total page 41 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gorgeous picture book that tells a whimsical origin story of the phases of the moon, from award-winning, bestselling author-illustrator Grace Lin Pat, pat, pat... Little Star's soft feet tiptoed to the Big Mooncake. Little Star loves the delicious Mooncake that she bakes with her mama. But she's not supposed to eat any yet! What happens when she can't resist a nibble? In this stunning picture book that shines as bright as the stars in the sky, Newbery Honor author Grace Lin creates a heartwarming original story that explains phases of the moon.

Book Innovations in English Language Arts Teacher Education

Download or read book Innovations in English Language Arts Teacher Education written by Heidi L. Hallman and published by Emerald Group Publishing. This book was released on 2017-02-02 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of English language arts teacher education has experienced change over the past two decades. Changes in the discipline have produced a much more expansive understanding of literacy and of what teachers of English language arts do. This volume will focus on innovations in English language arts teacher education.

Book Computer Games in the EFL Classroom

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2014-02-01 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Book Applying Gaming to Teaching English Language Arts

Download or read book Applying Gaming to Teaching English Language Arts written by Joel Lovos and published by . This book was released on 2019 with total page 49 pages. Available in PDF, EPUB and Kindle. Book excerpt: This capstone project works under the assumption that playing video games can benefit students in English Language Arts (ELA) education. I utilized New Literacy Studies (Knobel & Lankshear, 2007; Leu, Kinzer, Coiro, Castek, & Henry, 2013) and Gamification (Sousa Borges, Durelli, Macedo Reis, & Isotani, 2014) as conceptual frameworks to guide the construction of lesson plans that incorporate playing video games into the ELA classroom. What came out of this project are a set of suggested activities that can be used in an ELA classrooms that specifically adhere to the ELA Common Core State Standards in the state of California.

Book Teaching With Video Games  A Strategy Guide

Download or read book Teaching With Video Games A Strategy Guide written by Zachary Hartzman and published by Leyline Publishing. This book was released on 2021-10-21 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This is how this book is set up - to be a guide for teachers to utilize and incorporate video games - a past time that is well used by our students - to help foster learning experiences, challenge their minds, and further their own career paths. Teaching With Video Games: A Strategy Guide is your entry point to game based learning. You will find everything you need to know before you play that first video game with your students. Included is a series of 27 activities and video games across discipline areas to bring into your classroom.

Book Teaching Games and Game Studies in the Literature Classroom

Download or read book Teaching Games and Game Studies in the Literature Classroom written by Tison Pugh and published by Bloomsbury Publishing. This book was released on 2022-09-22 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Book Handbook of Research on Teaching the English Language Arts

Download or read book Handbook of Research on Teaching the English Language Arts written by Diane Lapp and published by Routledge. This book was released on 2011-01-18 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its third edition, the Handbook of Research on Teaching the English Language Arts—sponsored by the International Reading Association and the National Council of Teachers of English—offers an integrated perspective on the teaching of the English language arts and a comprehensive overview of research in the field. Prominent scholars, researchers, and professional leaders provide historical and theoretical perspectives about teaching the language arts focus on bodies of research that influence decision making within the teaching of the language arts explore the environments for language arts teaching reflect on methods and materials for instruction Reflecting important recent developments in the field, the Third Edition is restructured, updated, and includes many new contributors. More emphasis is given in this edition to the learner, multiple texts, learning, and sharing one’s knowledge. A Companion Website, new for this edition, provides PowerPoint® slides highlighting the main points of each chapter.

Book Teaching English by Design

    Book Details:
  • Author : Peter Smagorinsky
  • Publisher : Heinemann Educational Books
  • Release : 2018-10-30
  • ISBN : 9780325108070
  • Pages : 336 pages

Download or read book Teaching English by Design written by Peter Smagorinsky and published by Heinemann Educational Books. This book was released on 2018-10-30 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching English by Design has become a classic resource for preservice teachers as well as in-service teachers who consider it their go-to guide to creating lessons and units organized around key concepts. In the Second Edition, Peter Smagorinsky updates the content for today's teachers with discussions of New Literacies, using technology in the classroom, LGBTQ issues, and an expansive new chapter on preparing for Beginning Teacher Performance Assessments. He also brings in a fresh new voice and outlook from Darren Rhym, a high school teacher in rural Georgia. Following a new chapter on "Teaching Stressed Students Under Stressful Circumstances," Peter and Darren collaborated to create a unit on Power and Race. Designed to help students develop agency in improving their lives and those of the people in their communities, this sample unit provides a practical framework for addressing the needs of low-SES students who rely on limited resources. Together with Peter's unique insight about students, how they learn, and the kinds of classrooms that support their achievement, Teaching English by Design, 2/e is more valuable and relevant than ever.