Jackson Kellinger, Janna.
A Guide to Designing Curricular Games How to "Game" the System / [electronic resource] : by Janna Jackson Kellinger. - XI, 349 p. 21 illus., 18 illus. in color. online resource. - Advances in Game-Based Learning . - Advances in Game-Based Learning .
Upping your Game: Transforming Teaching -- The Name Game: Developing a Theme -- The Game Behind the Game: Uncovering Systems -- Game Face: Telling the Story -- The Game Plan: Designing the Game -- Fair Game: Developing Quests -- Game Play: Rendering the Game -- Game on!: Teaching the Game -- Endgame: Scaling Up.
This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
9783319423937
10.1007/978-3-319-42393-7 doi
Education.
Educational technology.
Education.
Educational Technology.
Learning & Instruction.
LC8-6691
371.33
A Guide to Designing Curricular Games How to "Game" the System / [electronic resource] : by Janna Jackson Kellinger. - XI, 349 p. 21 illus., 18 illus. in color. online resource. - Advances in Game-Based Learning . - Advances in Game-Based Learning .
Upping your Game: Transforming Teaching -- The Name Game: Developing a Theme -- The Game Behind the Game: Uncovering Systems -- Game Face: Telling the Story -- The Game Plan: Designing the Game -- Fair Game: Developing Quests -- Game Play: Rendering the Game -- Game on!: Teaching the Game -- Endgame: Scaling Up.
This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
9783319423937
10.1007/978-3-319-42393-7 doi
Education.
Educational technology.
Education.
Educational Technology.
Learning & Instruction.
LC8-6691
371.33