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Gamify Your Classroom - A Field Guide to Game-Based Learning (Hardcover, New edition)
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Gamify Your Classroom - A Field Guide to Game-Based Learning (Hardcover, New edition)
Series: New Literacies and Digital Epistemologies, 71
Expected to ship within 12 - 17 working days
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This book is a field guide on how to implement game-based learning
and "gamification" techniques to the everyday teaching. It is a
survey of best practices aggregated from interviews with experts in
the field, including: James Paul Gee (Author, What Video Games Have
to Teach Us about Learning and Literacy); Henry Jenkins (Provost
Professor at University of Southern California); Katie Salen
(Founder, Institute of Play); Bernie DeKoven (Author, A Playful
Path); Richard Bartle (Bartle's Player Type Theory); Kurt Squire
(Games + Learning + Society Center); Jessica Millstone (Joan Ganz
Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab
Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon);
Tracy Fullerton (University of Southern California Game Innovation
Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game
Designer, Google); Valerie Shute (Professor at Florida State
University); Lee Sheldon (Author, The Multiplayer Classroom);
Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak
(President, Games for Change); Toby Rowland (MangaHigh); Jocelyn
Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at
BrainPOP and designers from Electric Funstuff (Mission U.S. games).
Each chapter concludes with practical lesson plan ideas, games to
play (both digital and tabletop), and links to research further.
Much of the book draws on the author's experiences implementing
games with his middle school students. Regardless of your teaching
discipline or grade level, whether you are a pre-service teacher or
veteran educator, this book will engage and reinvigorate the way
you teach and how your students learn!
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