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The Gamified Classroom

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  • Format
  • Bog, paperback
  • Engelsk
  • 90 sider

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In this book you will learn how gamification can create lessons that truly engage students, challenging them to solve problems and develop their own computational thinking. We look at the methods used in video games to create hooks, on-board students, and keep your students motivated. We also look at flow, which enables us to ensure the learning curve is neither frustratingly hard nor boringly easy, and then provide you with a complete system to create your own gamified syllabus. Gamification has become especially important during the Covid-19 crisis, where you might need to engage in distance teaching, and some teachers are reporting very low online engagement. Contrast this with my own online classes, which had 100% attendance and in some cases students were putting in an extra 60 hours of extra credit work. There has never been a better time to learn from video games Using gamification will improve the motivation of your students and even make assessment fun And it can be used in class and at a distance too "As a creativity zealot myself, I am eager to incorporate all I have learned from this must-have book into my own practice as soon as possible and to support the Faculty I support in my role as a coach to do likewise for the sake of the children we aim to encourage and support. Get this book. Consume it. Put it into practice. Share it with every teacher you know." Sean ThompsonTeacher, Author, ADE & Creativity Guru"It is very approachable with many concrete examples and I loved the humour. This book should be compulsory subject matter in teacher training "Tommy GysenbergsTeacher, Apple Distinguished Educator

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Detaljer
  • SprogEngelsk
  • Sidetal90
  • Udgivelsesdato30-08-2020
  • ISBN139798673151310
  • Forlag Independently Published
  • MålgruppeFrom age 0
  • FormatPaperback
  • Udgave0
Størrelse og vægt
  • Vægt176 g
  • Dybde0,5 cm
  • coffee cup img
    10 cm
    book img
    15,2 cm
    22,8 cm

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