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How does computer education work? improving job performance by acquiring computer operating abilities and fundamental knowledge. The goal of computer education is to cover all of its subfields of study in various fields and sectors. The most effective tool that children can use to acquire new skills and abilities in education is a computer and access to the internet. PC assumes a critical part in every n each field of life. They assist us in numerous ways.
Book Synopsis The Educator's Guide to Designing Games and Creative Active-Learning Exercises by : Alex Gom
Download or read book The Educator's Guide to Designing Games and Creative Active-Learning Exercises written by Alex Gom and published by Independently Published. This book was released on 2023-03-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: How does computer education work? improving job performance by acquiring computer operating abilities and fundamental knowledge. The goal of computer education is to cover all of its subfields of study in various fields and sectors. The most effective tool that children can use to acquire new skills and abilities in education is a computer and access to the internet. PC assumes a critical part in every n each field of life. They assist us in numerous ways.
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
Book Synopsis The Educator's Guide to Designing Games and Creative Active-Learning Exercises by : Joe Bisz
Download or read book The Educator's Guide to Designing Games and Creative Active-Learning Exercises written by Joe Bisz and published by Technology, Education--Connect. This book was released on 2023-03-24 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
Book Synopsis The Educator's Guide to Designing Games and Creative Active-Learning Exercises by : Joe Bisz
Download or read book The Educator's Guide to Designing Games and Creative Active-Learning Exercises written by Joe Bisz and published by Teachers College Press. This book was released on 2023 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.
"A comprehensive look at how the arts (broadly conceived) can improve teaching, learning, and curriculum for all students, written in accessible language for non-academics and non-experts. It contains many evocative examples to illustrate the power of the arts to change education"--
Book Synopsis How the Arts Can Save Education by : Erica Rosenfeld Halverson
Download or read book How the Arts Can Save Education written by Erica Rosenfeld Halverson and published by Teachers College Press. This book was released on 2021 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A comprehensive look at how the arts (broadly conceived) can improve teaching, learning, and curriculum for all students, written in accessible language for non-academics and non-experts. It contains many evocative examples to illustrate the power of the arts to change education"--
Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.
Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton
Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.
Provides information on the effect of technology on student academic performance in mathematics, science, and reading.
Book Synopsis Using Technology Wisely by : Harold Wenglinsky
Download or read book Using Technology Wisely written by Harold Wenglinsky and published by Teachers College Press. This book was released on 2005-04-25 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on the effect of technology on student academic performance in mathematics, science, and reading.
Renowned cognitive scientist Allan Collins proposes a school curriculum that will fit the needs of our modern era. Examining how advances in technology, communication, and the dissemination of information are reshaping the world, Collins offers guidelines to help schools foster flexible, self-directed learners who will succeed in the global workplace.
Book Synopsis What's Worth Teaching? by : Allan Collins
Download or read book What's Worth Teaching? written by Allan Collins and published by Teachers College Press. This book was released on 2017-04-28 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Renowned cognitive scientist Allan Collins proposes a school curriculum that will fit the needs of our modern era. Examining how advances in technology, communication, and the dissemination of information are reshaping the world, Collins offers guidelines to help schools foster flexible, self-directed learners who will succeed in the global workplace.
This is the first comprehensive and contemporary history of the largest and most diverse public system of higher education in the United States. Serving over 2 million students annually—approximately one-quarter of the nation's community college undergraduates—California’s 116 community colleges play an indispensable role in career and transfer education in North America and have maintained an outsized influence on the evolution of postsecondary education nationally. A College for All Californians chronicles the sector's emergence from K–12 institutions, its evolving mission and growth following World War II and the G.I. Bill For Education, the expansion of its ever-broadening mission, and its essential role in the 1960 Master Plan for Higher Education. Chapters cover California’s junior and community colleges’ development, mission, governance, faculty, finances, athletics, student support services, and more. It also examines the successes and ongoing political, financial, and educational challenges confronting this uniquely American educational experiment. Book Features: Encapsulates the evolution and contemporary status of our nation’s largest and most diverse undergraduate education system.Examines how the colleges were influenced by the political, economic, and social issues of the day.Includes new historical information affecting postsecondary education in California.Analyzes some of the most important current and emerging issues that will continue to influence California’s community colleges. Contributors: Carlos O. Turner Cortez, Michelle Fischthal, Jonathan Lightman, Jessica Luedtke, David W. Morse, Joe Newmyer, Mark Robinson, Leslie M. Salas.
Book Synopsis A College for All Californians by : George R. Boggs
Download or read book A College for All Californians written by George R. Boggs and published by Teachers College Press. This book was released on 2021 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first comprehensive and contemporary history of the largest and most diverse public system of higher education in the United States. Serving over 2 million students annually—approximately one-quarter of the nation's community college undergraduates—California’s 116 community colleges play an indispensable role in career and transfer education in North America and have maintained an outsized influence on the evolution of postsecondary education nationally. A College for All Californians chronicles the sector's emergence from K–12 institutions, its evolving mission and growth following World War II and the G.I. Bill For Education, the expansion of its ever-broadening mission, and its essential role in the 1960 Master Plan for Higher Education. Chapters cover California’s junior and community colleges’ development, mission, governance, faculty, finances, athletics, student support services, and more. It also examines the successes and ongoing political, financial, and educational challenges confronting this uniquely American educational experiment. Book Features: Encapsulates the evolution and contemporary status of our nation’s largest and most diverse undergraduate education system.Examines how the colleges were influenced by the political, economic, and social issues of the day.Includes new historical information affecting postsecondary education in California.Analyzes some of the most important current and emerging issues that will continue to influence California’s community colleges. Contributors: Carlos O. Turner Cortez, Michelle Fischthal, Jonathan Lightman, Jessica Luedtke, David W. Morse, Joe Newmyer, Mark Robinson, Leslie M. Salas.
The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.
Book Synopsis The Multiplayer Classroom by : Lee Sheldon
Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2021-03-04 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.
Book Synopsis Using the Creative Curriculum Learning Games with Families: A Teacher's Guide by : Kai-Lee Berke
Download or read book Using the Creative Curriculum Learning Games with Families: A Teacher's Guide written by Kai-Lee Berke and published by . This book was released on 2007-01-01 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt: