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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.
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.
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.
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!
Author: Various Publisher: Good Press ISBN: Category : Games & Activities Languages : en Pages : 54
Book Description
"Games and Play for School Morale" by Various. Published by Good Press. Good Press publishes a wide range of titles that encompasses every genre. From well-known classics & literary fiction and non-fiction to forgotten−or yet undiscovered gems−of world literature, we issue the books that need to be read. Each Good Press edition has been meticulously edited and formatted to boost readability for all e-readers and devices. Our goal is to produce eBooks that are user-friendly and accessible to everyone in a high-quality digital format.
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.
Author: Alexis Ludewig Publisher: McGraw Hill Professional ISBN: 0071594027 Category : Business & Economics Languages : en Pages : 270
Book Description
101 ways to energize any ho-hum day Created by award-winning educators, these easy-to-learn, giggle-as-you-go games are designed to be both fun and educational. These activities in reading, logic, science, measuring, listening, social studies, and math are the perfect complement to your K-5 curriculum. Get the fun and the learning started with games such as: Bug Bite: Players flip over vocabulary word cards and slap the table when a bug card comes up. Whoever slaps first reads all the words and then keeps the card. The child with the most cards wins! Bull's-Eye Feather Math: Children blow feathers around a bull's-eye game board with straws as they sharpen their multiplication skills. Geography Baseball: Players find map locations that are “pitched” to them. The more “hits” they get, the faster they score runs. Fishy Facts: Players snag paper fish with a fishing pole and hook. If they can answer the question on the side of the fish, they score. . . . and many more! BONUS: Games are ranked for noise levels!
Author: Annalisa Bardella Publisher: ISBN: Category : Languages : en Pages : 74
Book Description
32 GROUP GAMES which have been tried and tested on groups of primary school children.😁⚽🏈🏀 These are games which can be played in the classroom whilst observing the distances recommended by the Covid-19 anti-contagion guidelines which are now obligatory in schools but can unfortunately compromise the global and social aspects of students' learning.🎨🎲😁⚽🏈🤼♂️ This publication (B/N) is dedicated to those primary school teachers who, like us, consider games to be an integral part of learning and a cross disciplinary way to respond to the deeper needs of the child and his/her development. Theory and practice have demonstrated that, without a shadow of a doubt, group games are the most natural and spontaneous way for children to grow, learn, test their limits and discover their talents. In this book you will find 32 group games to use in the classroom (with pictures, photos and drawings) which are also linked to the primary curriculum. 5 of them could be considered essential "old classics" (🏀Fishing competition 🏀Mime game 🏀Team hangman 🏀Name, object, place 🏀Forbidden words) whilst the other 27, while sometimes containing familiar elements of other games, have more original and unpublished formats. These latter games arose from our daily research into finding a way to make school more lively and creative and to encourage students to participate and play an active role in their own learning, something which they have done with great enthusiasm and creativity (🥎Identity card 🥎Find the word 🥎How, where, when? 🥎Art competition 🥎Poetry competition 🥎What or to what 🥎The good and the bad 🥎Question and answer 🥎The circle of rhyme 🥎The king orders 🥎Guess which three 🥎Guess what 🥎The grandparents' dinner 🥎The division challenge 🥎Important things 🥎The interview 🥎Arithmetic olympics 🥎Hidden words or find the verb 🥎Free words 🥎Pass the paper 🥎Mute painter 🥎Point the finger 🥎Sherlock Holmes 🥎Yes or no 🥎Musical bingo 🥎Auction 🥎Full bag). The Russian linguist and anthropologist Vladimir Propp showed that fairy tales only have a limited number of "functions" (31 in fact) and we should bear in mind that this is also true for children's games. It is therefore only natural that we should find similarities between games from 100 years ago and today and games from children in Africa or any other continent. Although the 32 games have been designed for use in the limited space available in a classroom, they are all "games" and, as such, all have the same characteristics of being adaptable, entertaining, functional, enjoyable and interactive. They allow children to release their emotions and interact, they are motivational, creative and empathetic whilst also helping the internalisation of those skills and concepts which are present in the school curriculum from Maths to English, and Music to Civil Education.So whilst the scientific world is working to eradicate the virus which has us in the grip of a global pandemic, us teachers can also play our part by coming up with new ideas and strategies to deal with this new normality. We can find ways in which we can maintain the necessity of "physically social distancing" yet still take into consideration the needs of our youngest citizens to grow and develop skills and abilities on a global scale from working and playing in a group.
Author: Melvin W. Sheppard Publisher: Createspace Independent Publishing Platform ISBN: 9781548423407 Category : Languages : en Pages : 78
Book Description
It is just as essential that the teacher who enters a schoolroom in September know how to play with children as to teach them. By no better means, perhaps, may the spirit of friendship and co-operation be so thoroughly strengthened and firmly established as through games. The mental, moral and physical growth attained through participation in games cannot be overestimated. To listen to directions, to understand them thoroughly and to execute them exactly as given require alert attention and accurate motion. To play fair, win honestly and accept defeat cheerfully, remembering at all times to be courteous to opponents, are invaluable lessons, and conducive to good citizenship. Active games quicken the sense perceptions. Through them the dull, passive mind is aroused to an active interest in external things to which the hitherto inert body is forced to respond. As a result the child observes more closely, thinks more clearly and moves with greater ease. To rhythmic games may be attributed the freedom of movement, graceful carriage and appreciation for and response to rhythm by which the child attempts to give expression to his inmost feelings. By correlation with language, quiet games furnish a successful means for establishing correct habits of speech. Correlated with number, much valuable drill in the fundamental processes may be secured in a most delightful and informal way. All children love to play, and, cosmopolitan as is the blend of our public schools today, in the recreation period is found an opportunity for universal expression not afforded in other activities of the day. Keenly sensitive to their surroundings, they are quick to catch the enthusiasm of their leader. The child, timid and retiring of disposition, becomes a creature of initiative, while not infrequently the forward, self-assured child is given a much needed lesson in self-restraint. Through his skill displayed in playing games involving contest, a formerly unappreciated child compels the respect and admiration of his classmates, a tribute that may play no small part in influencing his course in after life. It is only by getting into the game with the children and encouraging them to play naturally, permitting them to get all the joy there is in the performance hereof, that games may be made of greatest service. The effects of such play cannot fail to dispel the artificial atmosphere which for various reasons permeates many of our schools today, and to establish, in its place, wholesome and natural conditions, that will challenge the child's best efforts and render school life pleasant as well as profitable. Graded Games for Schools and Community Recreation The Indoor Recreation Work is given in the form of plays and games. While the plays and games listed have been carefully arranged and graded with a view to adapting them to the schoolroom, many of them are suited to playground, hall and gymnasium use. It is suggested that at least one game period a day be given out of doors during the pleasant weather. Rules to Be Observed in Giving Games 1. Teacher should be familiar with the game before giving it. 2. Teach by imitation in the story-plays and rhythm, as best results come from the teacher playing with the children. 3. Be sure that the air is fresh when giving a game....
Author: Mark Dalton Publisher: Independently Published ISBN: Category : Languages : en Pages : 100
Book Description
80 Awesome Physical Education and Sport Games that Kids, Teachers and Coaches will just LOVE! Your sports session just became so much more fun with these awesome indoor and outdoor games and activities that are perfect for elementary and high school students. Developed by Mark Dalton, Physical Education Teacher, Head of Sport and High-Level Australian Coach, this excellent resource comes with a broad range of fun & exciting GAMES & ACTIVITIES for all age groups. 80 Awesome Sports Games caters for both wet and dry conditions, indoor and outdoor classes, all ability levels and perfect for elementary and high school age groups. Students will develop excellent game awareness and teamwork skills, both in competitive and non-competitive situations through the games outlined in the book. Each game/activity, features an easy-to-follow GAME KEY for teachers, so you can quickly check if it is suitable for your lesson. The GAME KEY includes: TIME - Time needed for the game or activity. INDOOR OR OUTDOOR - Is this game suitable for indoors or outdoors? INTENSITY LEVEL - Activity level of the game or activity (Low/Medium/High). EQUIPMENT REQUIRED - The resources/equipment you require. PARTICIPANTS - How many participants can play (From 5 to 50+) In 80 Awesome Sports Games, you will discover: Exciting and active throwing, catching and striking games Orientation and 'Get-to Know-You' activities Fun Relay and co-operation games Games from other cultures Clear diagrams to help with set-up and the equipment required Games & activities for the experienced and novice sports teacher/coach Games for those classes when you have 50+ kids Plus, many more fun activities You will also be provided with great information for classroom management for the Physical Education and sport environment. 80 Awesome Sports Games is perfect for both experienced teachers looking to add more games to their lessons or newly graduated sport teachers just starting out. Grad yourself a copy today and have some AWESOME FUN by scrolling up and clicking the 'BUY NOW BUTTON'.