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Creating a School Library with Impact - A Beginner's Guide (Paperback): Caroline Roche, Barbara Band, Nick Cavender, Sarah... Creating a School Library with Impact - A Beginner's Guide (Paperback)
Caroline Roche, Barbara Band, Nick Cavender, Sarah Pavey, Lucy Chambers, …
R1,101 Discovery Miles 11 010 Ships in 12 - 17 working days

School libraries are facing numerous challenges in the 21st century. The number of professionally qualified staff working in schools has fallen in recent years and, increasingly, new appointments to library positions are sorely lacking the skills and knowledge needed to be successful in their roles. While there are a number of resources available detailing how to improve your school library once it is up and running there is a dearth of books that deal with the absolute basics in a practical manner, looking at the role from the first day. Creating a School Library with Impact: A Beginners Guide is an introductory manual for anyone entering or looking to enter the exciting world of school librarianship in primary or secondary school settings. It provides readers with everything they need to know and understand from day one from author visits, social media, reading schemes, information literacy, evaluating your library, the physical layout of your room and much more, providing an invaluable guide to those first few years in the role.

Playing Games in the School Library - Developing Game-Based Lessons and Using Gamification Concepts (Paperback): Sarah Pavey Playing Games in the School Library - Developing Game-Based Lessons and Using Gamification Concepts (Paperback)
Sarah Pavey
R1,469 Discovery Miles 14 690 Ships in 12 - 17 working days

Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts. The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial. Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school’s aims and objectives.

Playing Games in the School Library - Developing Game-Based Lessons and Using Gamification Concepts (Hardcover): Sarah Pavey Playing Games in the School Library - Developing Game-Based Lessons and Using Gamification Concepts (Hardcover)
Sarah Pavey
R2,856 Discovery Miles 28 560 Ships in 12 - 17 working days

Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts. The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial. Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school’s aims and objectives.

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