Playing Games in the School Library : developing game-based lessons and using gamification concepts /

"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 fro...

Szczegółowa specyfikacja

Opis bibliograficzny
1. autor: Pavey, Sarah (Autor)
Format: Licensed eBooks
Język:angielski
Wydane: London : Facet Publishing, 2021.
Dostęp online:https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2933173
Spis treści:
  • Cover
  • Title Page
  • Copyright
  • Contents
  • Acknowledgements
  • Abbreviations
  • Foreword
  • Introduction
  • 1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning?
  • Defining game-based learning and gamification
  • The psychology of teaching and learning using games
  • Pedagogical considerations in game design
  • 2 Developing Emotional and Social Skills Through Game-Based Learning
  • Game-based learning in practice
  • some considerations
  • The student who is disengaged with learning
  • The student who is afraid of failure
  • The student with English as an additional language
  • The student with dyspraxia
  • The autistic student
  • The competitive student
  • The shy student
  • The student with low self-esteem
  • 3 Simple Slide-Based Games
  • Reveal and disappear slide games
  • Slide games using motion pathways
  • Motivation through using slides based on commercial game ideas
  • Constructivist approaches to simple slide-based games
  • Modification and redefinition with slide-based games
  • 4 Digital Games
  • Video games
  • Computer coding games
  • Games using a library management system
  • Social media games
  • Games using smart device apps
  • Designing digital games using commercial templates
  • 5 Physical Games
  • How do we know if a physical game will be successful?
  • Games using everyday and commercial artefacts
  • Quiz games
  • Card-based games
  • Board (table-top) games
  • 6 Mixed Media Games
  • Games using auditory learning
  • Games mixing physical play with simple computer programs
  • Games using visual learning
  • Games using mixed reality
  • 7 Active Learning and Live Games
  • Games involving movement as a motivator for engagement and cognition
  • Games for practising communication skills and enquiry
  • Games to promote skills in empathy and perspective
  • Games requiring problem-solving skills.
  • 8 Gamification
  • The psychology of gamification
  • Pros and cons of reward schemes
  • Gamification design
  • Reading schemes based on gamification
  • Using gamification in enquiry work and for information literacy
  • 9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community
  • The importance of creating impact within the school community
  • Game-based learning and gamification for promotion of library resources and services beyond the curriculum
  • Sharing game ideas with other schools
  • 10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques
  • Collaborating with teaching staff in a game-based approach to learning
  • Collaborating with senior leaders in a game-based approach to learning
  • Collaborating with the wider community and parents in a game-based approach to learning
  • References
  • Index.