Game Based Learning in Action How an Expert Affinity Group Teaches With Games New Literacies and Digital Epistemologies 1st Edition by Matthew Farber – Ebook PDF Instant Download/Delivery: 9781433144714 ,1433144719
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Product details:
ISBN 10: 1433144719
ISBN 13: 9781433144714
Author: Matthew Farber
Game Based Learning in Action How an Expert Affinity Group Teaches With Games New Literacies and Digital Epistemologies 1st Edition Table of contents:
Part 1: An Affinity Group of Game-Based Learning Educators
Chapter 1: The Tribe
Red Bandanas and Educational Anarchists
The Tribe as Community of Practice
The Games in Education Symposium as Affinity Space
Selecting the Keynote Speakers
The Speakers’ Dinner
Birds of a Feather Play Together
Birds of a Feather Tweet Together
Chapter Summary
References
Chapter 2: Learning From the Experts
The Inner Circle
The Tribe as Affinity Group
Taking Risks and Changing Paradigms
Game-Based Learning Evangelism
Pioneering Practitioners
Trusting the Experts
The Trouble With Experts
Chapter Summary
References
Chapter 3: Games in School
The “Horizontal Learning Space” in Quest Atlantis
Minecraft Mentors
Balanced Learning Games
Epistemic Games
Gamification
Game-Like Learning
Games as Designed Spaces
The Intersection of Games and Learning
The Business of Games4Ed
Chapter Summary
References
Part II: A Close Look at The Tribe in Action
Chapter 4: “The Godmother of Educational Gaming”
Room 339: Home to Epic Learners
Teaching Her Heroes
Thursday
Friday
References
Chapter 5: “For the Next 3 Hours, You Have a License to Snoop Around the House”
Gone Home
The School
Observing Gone Home in the Classroom
References
Chapter 6: “Life Just Got Epic!”
Room 322: Iterative Design and Student Choice
Day 1
Day 2
References
Part III: “Go Where the Game Takes You!”
Chapter 7: Playful Learning
Play Theory
Play Theory in Practice
Balancing Play and Game
Montessorian, by Design
Playful Learning Environments
Chapter Summary
References
Chapter 8: Gameful Learning
Gameful Learning Practices
Making School Replayable
Learner Agency
Meaningful Role Play
Scaffolding Student Choice
Designing Branched Quests
Chapter Summary
References
Chapter 9: Games as High Quality Curricular Materials
Video Games as Text
Video Games and Literary Devices
Humanities Games as “Standalone Pieces”
The Versatility of Humanities Games
Turning Literature Into Role-Playing Games
Reskinning Games
Chapter Summary
References
Chapter 10: “How Can I Twist This Game to My Purposes?”
How World of Warcraft Became Sheehy’s Curriculum
Contextual Transposition
The Malleability of Minecraft
Cell Games
Applying the EPIC Framework
Using The Walking Dead to Teach Ethics
Chapter Summary
References
Chapter 11: The Case for Experiential Learning
Shared Experiences
Games as Digital Field Trips
Lesson Planning for Experiences
Games and Mentorship Learning
Virtual Internships
Virtual Internship Authorware
How The Tribe Engaged Students in Affinity Groups
Chapter Summary
References
Chapter 12: Open-Ended Assessments for Open-Ended Games
Games, the Curriculum, and Assessments
The Tribe’s (Non)Use of Dashboard Analytics
“The Ultimate Assessment”
The Case for Schönian Reflective Practices
Narrativizing Game Events
Unobtrusive Assessments
Games and Dispositional Behaviors
Chapter Summary
References
Chapter 13: The Role of the Game-Based Teacher
The Teacher as Game-Master
Flash Lessons and Teaching on the Fly
The Game Explosion
The Husøy/Staaby Pendulum
Teachers as Learning Designers
Chapter Summary
References
Conclusion
Lessons Learned
Follow—and Join—The Tribe!
Index
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Matthew Farber,Game Based Learning,Action,Expert Affinity Group,New Literacies