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|2 23
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|a 027
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|a UAMI
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100 |
1 |
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|a Pavey, Sarah.
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245 |
1 |
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|a Playing Games in the School Library :
|b Developing Game-Based Lessons and Using Gamification Concepts /
|c Sarah Pavey.
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264 |
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|a London :
|b Facet Publishing,
|c 2021.
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|c ©2021
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300 |
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|a 1 online resource (176 pages)
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|a text
|b txt
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|2 rdamedia
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|a online resource
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|a Cover -- Title Page -- Copyright -- Contents -- Acknowledgements -- Abbreviations -- Foreword -- Introduction -- 1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning? -- Defining game-based learning and gamification -- The psychology of teaching and learning using games -- Pedagogical considerations in game design -- 2 Developing Emotional and Social Skills Through Game-Based Learning -- Game-based learning in practice -- some considerations -- The student who is disengaged with learning -- The student who is afraid of failure
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|a The student with English as an additional language -- The student with dyspraxia -- The autistic student -- The competitive student -- The shy student -- The student with low self-esteem -- 3 Simple Slide-Based Games -- Reveal and disappear slide games -- Slide games using motion pathways -- Motivation through using slides based on commercial game ideas -- Constructivist approaches to simple slide-based games -- Modification and redefinition with slide-based games -- 4 Digital Games -- Video games -- Computer coding games -- Games using a library management system -- Social media games
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|a Games using smart device apps -- Designing digital games using commercial templates -- 5 Physical Games -- How do we know if a physical game will be successful? -- Games using everyday and commercial artefacts -- Quiz games -- Card-based games -- Board (table-top) games -- 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- 7 Active Learning and Live Games -- Games involving movement as a motivator for engagement and cognition
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|a Games for practising communication skills and enquiry -- Games to promote skills in empathy and perspective -- Games requiring problem-solving skills -- 8 Gamification -- The psychology of gamification -- Pros and cons of reward schemes -- Gamification design -- Reading schemes based on gamification -- Using gamification in enquiry work and for information literacy -- 9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community -- The importance of creating impact within the school community
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|a Game-based learning and gamification for promotion of library resources and services beyond the curriculum -- Sharing game ideas with other schools -- 10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques -- Collaborating with teaching staff in a game-based approach to learning -- Collaborating with senior leaders in a game-based approach to learning -- Collaborating with the wider community and parents in a game-based approach to learning -- References -- Index
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520 |
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|a The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.
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588 |
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|a Online resource; title from digital title page (viewed on October 12, 2021).
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Educational games.
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650 |
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|a Educational games
|x Library resources.
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650 |
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|a School libraries.
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650 |
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6 |
|a Bibliothèques scolaires.
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650 |
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|a Educational games
|2 fast
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7 |
|a School libraries
|2 fast
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776 |
0 |
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|i Print version:
|a Pavey, Sarah.
|t Playing Games in the School Library.
|d London : Facet Publishing, ©2021
|z 9781783305346
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=6614291
|z Texto completo
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938 |
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|a YBP Library Services
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|a Askews and Holts Library Services
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