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How are expert educators using games in their classrooms to give
students agency, while also teaching twenty-first century skills,
like empathy, systems thinking, and design thinking? This question
has motivated Matthew Farber's Game-Based Learning in Action: How
an Expert Affinity Group Teaches With Games showcasing how one
affinity group of K12 educators-known as "The Tribe"-teaches with
games. They are transformational leaders outside the classroom, in
communities of practice. They mentor and lead newcomers to
game-based learning, as well as advise game developers, academics,
and policymakers. Teachers in "The Tribe" do not teach in
isolation-they share, support, and mentor each other in a community
of practice. Farber shares his findings about the social practices
of these educators. Game-Based Learning in Action details how the
classrooms of expert game-based learning teachers function, from
how they rollout games to how they assess learning outcomes. There
are plenty of lessons to be learned from the best practices of
expert educators. These teachers use games to provide a shared
meaningful experience for students. Games are often the focal point
of instruction. Featuring a foreword from James Paul Gee (Mary Lou
Fulton Presidential Professor of Literacy Studies, and Regents'
Professor), this book comments on promises and challenges of
game-based learning in twenty-first century classrooms. If you are
looking to innovate your classroom with playful and gameful
learning practices, then Game-Based Learning in Action is for you!
This completely revised and expanded field guide is packed with new
innovative ideas on how to implement game-based learning and
gamification techniques in everyday teaching. With nearly two dozen
more experts than the first edition, this book contains interviews
with more than 70 authorities in the field, including academics
such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee
Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares
conversations with experts from numerous organizations such as
Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab
Games, Schell Games, Institute of Play, Games for Change, BrainPOP,
Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games,
BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new
introduction, as well as a foreword from USA Today's national K-12
education writer Greg Toppo, this book provides new practical
lesson plan ideas, ready-to-use games, and links for further
research in each updated chapter. Included are best practice
recommendations from star game-based learning teachers, including
Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack
Gilbert, and Paul Darvasi. Regardless of your teaching discipline
or grade level, whether you are new to game-based learning or if
you have experience and want to take a deeper dive, this book will
engage and reinvigorate the way you teach and how your students
learn!
Games enable children to practice emotions in spaces that are free
from actualized consequences. With thoughtful guidance, games can
help children manage emotions, perspective-take, demonstrate
empathic concern, and exhibit prosocial behaviors. Emerging
research suggests that these competencies-also known as social and
emotional learning (SEL) skills-are, in fact, teachable. In Gaming
SEL: Games as Transformational to Social and Emotional Learning,
Matthew Farber investigates the rich opportunities games have in
supporting SEL skill development. Experts from the fields of
education, game development, and SEL-including folks from CASEL,
the Fred Rogers Center, Greater Good in Education, iThrive Games,
Minecraft Education, and UNESCO MGIEP-share advice. Games
themselves cannot be responsible for children's learning. Having a
supportive educator or caregiver guiding experiences can be
crucial. This book also includes recommendations for embedding
games in classrooms in ways that support meaningful SEL skill
development. Regardless of your experience, content area, or grade
level, this book is for you!
Games enable children to practice emotions in spaces that are free
from actualized consequences. With thoughtful guidance, games can
help children manage emotions, perspective-take, demonstrate
empathic concern, and exhibit prosocial behaviors. Emerging
research suggests that these competencies-also known as social and
emotional learning (SEL) skills-are, in fact, teachable. In Gaming
SEL: Games as Transformational to Social and Emotional Learning,
Matthew Farber investigates the rich opportunities games have in
supporting SEL skill development. Experts from the fields of
education, game development, and SEL-including folks from CASEL,
the Fred Rogers Center, Greater Good in Education, iThrive Games,
Minecraft Education, and UNESCO MGIEP-share advice. Games
themselves cannot be responsible for children's learning. Having a
supportive educator or caregiver guiding experiences can be
crucial. This book also includes recommendations for embedding
games in classrooms in ways that support meaningful SEL skill
development. Regardless of your experience, content area, or grade
level, this book is for you!
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!
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!
In the fast-changing field of education, the incorporation of
game-based learning has been increasing in order to promote more
successful learning instruction. Improving the interaction between
learning outcomes and motivation in games (both digital and analog)
and promoting best practices for the integration of games in
instructional settings are imperative for supporting student
academic achievement. Global Perspectives on Gameful and Playful
Teaching and Learning is a collection of innovative research on the
methods and applications that explore the cognitive and
psychological aspects underpinning successful educational video
games. While highlighting topics including nontraditional exercise,
mobile computing, and interactive technologies, this book is
ideally designed for teachers, curriculum developers, instructional
designers, course designers, IT consultants, educational software
developers, principals, school administrators, academicians,
researchers, and students seeking current research on the design
and integration of game-based learning environments.
In the fast-changing field of education, the incorporation of
game-based learning has been increasing in order to promote more
successful learning instruction. Improving the interaction between
learning outcomes and motivation in games (both digital and analog)
and promoting best practices for the integration of games in
instructional settings are imperative for supporting student
academic achievement. Global Perspectives on Gameful and Playful
Teaching and Learning is a collection of innovative research on the
methods and applications that explore the cognitive and
psychological aspects underpinning successful educational video
games. While highlighting topics including nontraditional exercise,
mobile computing, and interactive technologies, this book is
ideally designed for teachers, curriculum developers, instructional
designers, course designers, IT consultants, educational software
developers, principals, school administrators, academicians,
researchers, and students seeking current research on the design
and integration of game-based learning environments.
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