Gamify Literacy: Boost Comprehension, Collaboration and Learning

Gamify Literacy: Boost Comprehension, Collaboration and Learning

by Michele Haiken
Gamify Literacy: Boost Comprehension, Collaboration and Learning

Gamify Literacy: Boost Comprehension, Collaboration and Learning

by Michele Haiken

Paperback

$29.99 
  • SHIP THIS ITEM
    Qualifies for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores

Related collections and offers


Overview

This friendly, accessible guide offers tips and inspiration on how to apply gamification techniques to improve literacy and deepen student collaboration and critical thinking.

Literacy is at the heart of education — and what better way to teach this important subject than through the motivational techniques built into gamification?

With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use game-based tools and activities to improve literacy and content learning.

This book includes:
  • Tips for implementing gamification techniques to engage and motivate students.
  • Fun and engaging design to complement a game-based approach to learning.
  • Examples that can easily be modified for different grade levels.

By exploring the techniques discussed in these pages, you will see the power of building a fully immersive learning environment for your students and can begin infusing these inspirational approaches into your classroom design.

Audience: K-12 language arts teachers, tech coaches

Product Details

ISBN-13: 9781564843869
Publisher: International Society for Technology in Education
Publication date: 04/29/2017
Pages: 176
Sales rank: 1,120,981
Product dimensions: 7.50(w) x 9.20(h) x 0.50(d)

About the Author

Michele Haiken is a literacy teacher at Rye Middle School and an adjunct professor at Manhattanville College. She is also a frequent speaker and a contributor to the ISTE book Teaching Literacy in the Digital Age. For Gamify Literacy, Haiken collaborated with a range of game and literacy experts, including top game developers, teachers, librarians and technology coordinators.

Table of Contents

Foreword Michael Mater xi

Introduction Michele Haiken 1

Section 1 Sandbox: Open-Ended, Go-Anywhere Style of Play 9

1 School Research Goes Galactic: Using Game Design to Reimagine Middle School Research Projects Sheena Kelly 10

2 LARPs for Learning: Live Action Role-Play Aaron Vanek 25

3 Game Creation as a Learning Activity for All Students Kip Glazer 44

4 Gamifying Culinary Arts Tisha Richmond 53

5 Game On: How a Non-Gamer Learned to Gamify Her Classroom Carrie Baughcum 60

Section 2 Homebrews and Game Sharks: Gamification Strategies & Tools to Utilize Across Content Areas 67

6 Scavenger Hunts Rachelle Dene Poth 68

7 The Amazing Race Challenge Michele Haiken 72

8 Classcraft Travis Phelps 77

9 Sydney's World Ivan Kaltman 83

10 World War I Trench Simulation with Minecraft Robert M. Daly 86

11 Adventure Quests Michele Haiken 93

12 Grudgeball Kristie Orlando-Bangali 96

13 Boss Battles Michele Haiken 99

Section 3 Cheats: Gamification Strategies for Success 103

14 Head of the Class: Designing Effective Leaderboards for Gamified Learning Environments Chris Hesselbein 104

15 Plugged into Learning with Digital Badges: Making Learning Fun and Effective Angela Elkordy 115

16 Leveled Up: Tips for Recognizing Student Achievements with Badges Mj Linane 130

17 Get the Best (and Avoid the Worst) from Gamification Scott R. Garrigan 142

From the B&N Reads Blog

Customer Reviews