Exploring Genre through Gamified Adventures in Elementary Classrooms

Exploring Genre through Gamified Adventures in Elementary Classrooms

Author: Jill T. Tussey

Publisher: Springer Nature

Published: 2024-01-01

Total Pages: 90

ISBN-13: 3031417178

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This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images to support understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders.


Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2021-11-26

Total Pages: 1971

ISBN-13: 1668437112

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.


Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning

Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning

Author: Keengwe, Jared

Publisher: IGI Global

Published: 2017-10-31

Total Pages: 477

ISBN-13: 1522538747

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Every generation of students comes to the classroom with different needs than that of their predecessors. Implementing new methods and styles of teaching to meet these diverse needs will provide students with the best chance of success in their educational careers. The Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning is a critical scholarly source that examines the most effective and efficient techniques for implementing new educational strategies in a classroom setting. Featuring pertinent topics including mixed reality simulations, interactive lectures, reflexive teaching models, and project-based learning, this is an ideal publication for educators, academicians, students, and researchers that are interested in discovering more about the recent advances in educational fields.


Design in the Era of Industry 4.0, Volume 3

Design in the Era of Industry 4.0, Volume 3

Author: Amaresh Chakrabarti

Publisher: Springer Nature

Published: 2023-07-24

Total Pages: 1194

ISBN-13: 9819904285

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This book showcases cutting-edge research papers from the 9th International Conference on Research into Design (ICoRD 2023) – the largest in India in this area – written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD’23 has been ‘Design in the Era of Industry 4.0’. Industry 4.0 signifies the fourth industrial revolution. The first industrial revolution was driven by the introduction of mechanical power such as steam and water engines to replace human and animal labour. The second industrial revolution involved introduction of electrical power and organised labour. The third industrial revolution was powered by introduction of industrial automation. The fourth industrial revolution involves introduction of a combination of technologies to enable connected intelligence and industrial autonomy. The introduction of Industry 4.0 dramatically changes the landscape of innovation, and the way design, the engine of innovation, is carried out. The theme of ICoRD’23 - ‘Design in the Era of Industry 4.0’ –explores how Industry 4.0 concepts and technologies influence the way design is conducted, and how methods, tools, and approaches for supporting design can take advantage of this transformational change that is sweeping across the world. The book is of interest to researchers, professionals, and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the new and emerging methods and tools for design of new products, systems, and services.


When Writers Drive the Workshop

When Writers Drive the Workshop

Author: Brian Kissel

Publisher: Stenhouse Publishers

Published: 2017

Total Pages: 198

ISBN-13: 1625310730

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In this practical, engaging book, former elementary school teacher and university professor Brian Kissel asks teachers to go back to the roots of writing workshop. What happens when students, not planned teaching points, lead writing conferences? What happens when students, not tests, determine what they learned through reflection and self-evaluation? Writing instruction has shifted in recent years to more accountability, taking the focus away from the writer. This book explores what happens when empowered writers direct the writing workshop. Through stories from real classrooms, Brian reveals that no matter where children come from, they all have the powerful, shared need to be heard. And when children choose their writing topics, their lives unfold onto the page and teachers are educated by the young voices and bold choices of these writers. Written in an engaging, teacher-to-teacher style, this book focuses on four key components of writing workshop, with an eye on what happens when teachers step back and allow students to drive the instruction: Conferring sessions where students lead and teachers listen Author's Chair where students set the agenda and ask for feedback Reflection time and structures for students to set goals and expectations for themselves Mini-lessons that allow for detours based on students' needs, not teacher or curricular goals Each of the chapters includes practical ideas, a section of Guiding Beliefs, a list of Frequently Asked Questions, and some Digital Diversions to help teachers see the digital possibilities in their classrooms.


Handbook of Research on Equity in Computer Science in P-16 Education

Handbook of Research on Equity in Computer Science in P-16 Education

Author: Keengwe, Jared

Publisher: IGI Global

Published: 2020-11-13

Total Pages: 354

ISBN-13: 1799847403

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The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students.


Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

Author: Sullivan, Pamela M.

Publisher: IGI Global

Published: 2019-11-22

Total Pages: 636

ISBN-13: 1799802477

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The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.


Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Research Anthology on Fandoms, Online Social Communities, and Pop Culture

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2022-01-28

Total Pages: 444

ISBN-13: 1668445166

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The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society. The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.


Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2022-10-07

Total Pages: 2034

ISBN-13: 1668475901

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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.