Games We Should Play in School PDF Download

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Games We Should Play in School

Games We Should Play in School PDF Author: Frank Aycox
Publisher: Front Row Experience
ISBN: 9780915256167
Category : Education
Languages : en
Pages : 168

Book Description
This comprehensive social game book is an eye-opening analysis of the behavioral dynamics of children in the contemporary classroom. It includes over 75 interactive, fun, social games and shows you how to effectively lead Social Play sessions in the classroom. Research has proven that this method of improving social skills actually increases test scores by 30%, because students become less antagonistic, more cooperative and more capable of increased attentiveness. Contains the secrets to enriching the entire school environment.

Games We Should Play in School

Games We Should Play in School PDF Author: Frank Aycox
Publisher: Front Row Experience
ISBN: 9780915256167
Category : Education
Languages : en
Pages : 168

Book Description
This comprehensive social game book is an eye-opening analysis of the behavioral dynamics of children in the contemporary classroom. It includes over 75 interactive, fun, social games and shows you how to effectively lead Social Play sessions in the classroom. Research has proven that this method of improving social skills actually increases test scores by 30%, because students become less antagonistic, more cooperative and more capable of increased attentiveness. Contains the secrets to enriching the entire school environment.

The Game Believes in You

The Game Believes in You PDF Author: Greg Toppo
Publisher: St. Martin's Press
ISBN: 1466879459
Category : Computers
Languages : en
Pages : 258

Book Description
What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Teach with Magic

Teach with Magic PDF Author: Kevin Roughton
Publisher: Theme Park Press
ISBN: 9781683903062
Category :
Languages : en
Pages : 216

Book Description
Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!

The Knowledge Gap

The Knowledge Gap PDF Author: Natalie Wexler
Publisher: Penguin
ISBN: 0735213569
Category : Education
Languages : en
Pages : 354

Book Description
The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

The Art of Failure

The Art of Failure PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262019051
Category : Games & Activities
Languages : en
Pages : 173

Book Description
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.

Making School a Game Worth Playing

Making School a Game Worth Playing PDF Author: Ryan Schaaf
Publisher: Corwin Press
ISBN: 1483375137
Category : Education
Languages : en
Pages : 221

Book Description
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Mathematics Their Way

Mathematics Their Way PDF Author: Mary Baratta-Lorton
Publisher: Dale Seymour Publications
ISBN: 9780201861518
Category : Mathematics
Languages : en
Pages : 0

Book Description
Guide offers classroom-tested mathematics activities, lesson plans that demonstrate how to use manipulatives to teach counting, classifying, graphing, comparing, measurement, number operations, and recognizing and creating patterns, sample teacher strategies, and suggestions for observing and assessing student progress. A set of blackline masters accompanies the guide.

Five Minute Mum: Give Me Five

Five Minute Mum: Give Me Five PDF Author: Daisy Upton
Publisher: Penguin UK
ISBN: 0241443636
Category : Family & Relationships
Languages : en
Pages : 240

Book Description
Ideal for early years to KS1 children who are learning at home. Daisy Upton has two little kids. She loves them - but they drive her mad. So, to try and keep her sanity she started to come up with quick, easy games using stuff from around the house. And @FiveMinuteMum was born. In her first book, she has collected 150+ games that take 5 minutes to set up & 5 minutes to tidy up. From pasta posting to alphabet knock down, it's a recipe book for guilt free parenting! And as Daisy was a teaching assistant, your little ones will be learning while they play! What could be better? GIVE ME FIVE is the perfect companion for anyone who wants five minutes peace. Also available: Five Minute Mum: Time For School Five Minute Mum: On the Go "I love Five Minute Mum. She's managed to come up with a huge array of activities for kids that are fun and educational yet don't require an Art degree or Diploma in Patience to execute."Sarah Turner, aka Unmumsy Mum

The Game of School

The Game of School PDF Author: Robert L. Fried
Publisher: Jossey-Bass
ISBN:
Category : Education
Languages : en
Pages : 248

Book Description
Students play it, teachers perpetuate it, parents condone it, principals endorse it, and governments legislate it. The "game of school" is that familiar scenario where students' natural curiosity and desire to learn are replaced with a frantic rush (or a compliant shrug) to do the work, please the teacher, and get the grades. This game is easy to master, but exerts a high price. Can we afford to pay the price in wasted time and idle minds? In this compelling book, Robert L. Fried shows how we can change the rules of the game, reclaim and refocus the learning experience, and ultimately bring joy back into the classroom. The Game of School is filled with interviews and stories of teachers and students who are struggling to put the game of school behind them and engage in authentic learning. We experience the excitement of the first day of first grade; listen to urban teens discuss Shakespeare's Othello; and meet a college student who is beginning to question her long disengagement with learning. We are introduced to seven types of learners—from "go-getters" to "pluggers" to "rebels"—and find out how the game shapes their relationship to schooling and life. The Game of School offers workable solutions that take into account the reality of a culture consumed with testing, accountability, and the race for college. Fried redefines our common ideas of discipline, curriculum, instruction, grading, motivation, and family involvement in ways that enhance true learning and diminish the game's stranglehold on our curiosity and will. He argues that classrooms are more easily "managed" in a climate of mutual respect, and students are eager for "instruction" when it is challenging and engaging. His "Joy and Misery Index" serves to remind teachers of what really matters most in the classroom. Thoughtful and inspiring, The Game of School offers suggestions and ideas for teachers, parents, and students who want to free themselves from the ever-tightening grip of a game in which even winners end up losing.

Primary Games

Primary Games PDF Author: Steve Sugar
Publisher: John Wiley & Sons
ISBN: 0787965251
Category : Business & Economics
Languages : en
Pages : 393

Book Description
Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving.