A Guide to Designing Curricular Games [electronic resource] : How to "Game" the System / by Janna Jackson Kellinger.

By: Jackson Kellinger, Janna [author.]Contributor(s): SpringerLink (Online service)Material type: TextTextSeries: Advances in Game-Based LearningPublisher: Cham : Springer International Publishing : Imprint: Springer, 2017Description: XI, 349 p. 21 illus., 18 illus. in color. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783319423937Subject(s): Education | Educational technology | Education | Educational Technology | Learning & InstructionAdditional physical formats: Printed edition:: No titleDDC classification: 371.33 LOC classification: LC8-6691Online resources: e-book Full-text access
Contents:
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.
In: Springer eBooksSummary: 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!
Item type Current library Collection Call number Copy number Status Notes Date due Barcode
E-Books MEF eKitap Kütüphanesi
Springer Nature LC8 -6691 (Browse shelf (Opens below)) Available NATURE 1419739-1001

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!

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