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Playing Games in the School Library : Developing Game-Based Lessons and Using Gamification Concepts /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Pavey, Sarah
Formato: Electrónico eBook
Idioma:Inglés
Publicado: London : Facet Publishing, 2021.
Temas:
Acceso en línea:Texto completo

MARC

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020 |z 9781783305346  |q (hbk.) 
020 |z 9781783305339  |q (pbk.) 
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049 |a UAMI 
100 1 |a Pavey, Sarah. 
245 1 0 |a Playing Games in the School Library :  |b Developing Game-Based Lessons and Using Gamification Concepts /  |c Sarah Pavey. 
264 1 |a London :  |b Facet Publishing,  |c 2021. 
264 4 |c ©2021 
300 |a 1 online resource (176 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
505 0 |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 
505 8 |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 
505 8 |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 
505 8 |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 
505 8 |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 
520 |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. 
588 0 |a Online resource; title from digital title page (viewed on October 12, 2021). 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Educational games. 
650 0 |a Educational games  |x Library resources. 
650 0 |a School libraries. 
650 6 |a Bibliothèques scolaires. 
650 7 |a Educational games  |2 fast 
650 7 |a School libraries  |2 fast 
776 0 8 |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 
938 |a YBP Library Services  |b YANK  |n 302396871 
938 |a Askews and Holts Library Services  |b ASKH  |n AH38580312 
938 |a Askews and Holts Library Services  |b ASKH  |n AH38580311 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL6614291 
994 |a 92  |b IZTAP