In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.
This collection of creative lessons offers ideas for integrating design thinking, literacy and STEAM to drive SEL skills including self-awareness, self-management, mindfulness, responsible decision-making and social awareness. Research shows that creativity can be beneficial for mental health and can help build critical skills such as empathy and introspection, while social-emotional learning (SEL) is an integral part of education and human development. This book bridges these two ideas with a series of creative projects that foster SEL learning by promoting growth mindset, supporting mindfulness, offering ways to cope with anxiety and stress, and encouraging and guiding positive social activism. Opening with an overview of research behind the integration of SEL and creativity, the book then features a variety of lessons based on the above themes, illustrating how to deepen SEL by integrating the arts and STEAM learning in creative and authentic ways. The activities are drawn from the work of the authors and a diverse group of educator contributors to provide engaging, insightful and culturally responsive learning opportunities appropriate for traditional or online/blended learning environments. The book: • Highlights a diverse array of educators, innovators and design-thinkers who share their insights on SEL, STEAM and creativity. • Offers an accessible and fun approach to teaching SEL, which is critical to education and human development. • Guides teachers in implementing the following ISTE Standards for Students: Creative Communicator, Innovative Designer and Knowledge Constructor. This book invites teachers to consider a variety of formats — print and digital, audio, video games and more — and shows how helping students become creators and design-thinkers can foster SEL. Audience: K-12 educators
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.
This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Cooperative Games in Education is the first comprehensive guide to the world of cooperative play and games for preK–12 learning. It includes a thorough pedagogical rationale and guidelines for practice, a survey of related research and scholarship, engaging anecdotes, illustrations, historical background, and an array of sample games to try. In cooperative games, players win or lose together, sharing the experience of fun and challenge. No one can be eliminated in a cooperative game. What is eliminated is us-versus-them perception and zero-sum thinking. When students come to see each other as allies, rather than rivals, there are profound interpersonal effects that enhance community, inclusion, and a positive classroom climate where all can learn and thrive. This accessible, lively resource explains the value of cooperative games with guidance to help teachers use them for maximum social-emotional and academic benefit. Cooperative Games in Education will also interest the broader community of administrators, therapists, school psychologists, game designers, child-care providers, and others who care for children and need tools that foster healthy development, positive relationships, and joy. Book Features: Discussion of relevant research and theory.Best practices for choosing and facilitating cooperative games, including how to integrate them into any curriculum, guide post-game reflection, and convert traditional competitive games to cooperative ones. A full chapter of educational cooperative games correlated to their educational purpose.Discussion of some of the most salient applications of cooperative games, such as social-emotional learning, academic subject-area instruction, cooperative learning, trauma-sensitive practice, bullying prevention, early childhood education, and more.User-friendly features such as questions for reflection, end-of-chapter games, charming author-generated illustrations, and classroom vignettes. A synthesis of interdisciplinary scholarship that includes the work of Montessori, Piaget, Froebel, and Dewey, as well as perspectives from neuroscience and evolutionary biology. The fascinating history of cooperative games, from their origin as a tool for peace education to their current role as a pop-culture entertainment phenomenon.
"The burgeoning multidisciplinary field of social and emotional learning (SEL) now has a comprehensive and definitive handbook covering all aspects of research, practice, and policy. The prominent editors and contributors describe state-of-the-art intervention and prevention programs designed to build students' skills for managing emotions, showing concern for others, making responsible decisions, and forming positive relationships. Conceptual and scientific underpinnings of SEL are explored and its relationship to children's and adolescents' academic success and mental health examined. Issues in implementing and assessing SEL programs in diverse educational settings are analyzed in depth, including the roles of school- and district-level leadership, teacher training, and school/n-/family partnerships"--
Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.