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MdBmJHUP |
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m o d |
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170403s2017 oru o 00 0 eng d |
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|a 9781564846235
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|z 9781564843869
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|a MdBmJHUP
|c MdBmJHUP
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245 |
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|a Gamify Literacy :
|b Boost Comprehension, Collaboration and Learning /
|c edited by Michele Haiken.
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|a First edition.
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264 |
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|a Portland, Oregon :
|b ISTE,
|c [2017]
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264 |
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|a Baltimore, Md. :
|b Project MUSE,
|c 0000
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|c ©[2017]
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|a 1 online resource:
|b fichiers HTML et PDF
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Titre de l'écran-titre (visionné le 1er mars 2018).
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|a School research goes galactic / Sheena Kelly -- Larps for learning : live action role play / Aaron Vanek -- Building games as literary text / Kip Glazer -- Gamifying culinary arts / Tisha Richmond -- Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum -- Scavenger hunts / Rachelle Dene Poth -- Amazing race challenge / Michele Haiken -- Classcraft / Travis Phelps -- Interview with Shawn Young, Classcraft CEO & co-founder -- Sydney's world / Ivan Kaltman -- MinecraftEDU and World War I / Robert Daly -- Adventure quests / Michele Haiken -- Grudge Ball / Kristie Orlando Bengali -- Boss battles / Michele Haiken -- Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein -- Badges for motivation and learning assessment practices / Angela Elkordy -- Unlocked : 10 easy steps to motivate students using badges / MJ Linane -- Get the best from gamification (and avoid the worst) / Scott Garrigan -- Appendix A: ISTE standards for students.
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|a "Literacy is at the heart of education -- and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: Tips for implementing gaming techniques to engage and motivate students. Fun and engaging design to complement a game-based approach to learning. Examples that can easily be modified for different grade levels"--Résumé de l'éditeur.
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|a Description based on print version record.
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650 |
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|a Jeux video en education.
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650 |
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|a Comprehension de la lecture.
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650 |
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|a Arts du langage
|x Relation avec les matieres d'enseignement.
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650 |
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|a Video games in education.
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650 |
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|a Reading comprehension.
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650 |
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|a Language arts
|x Correlation with content subjects.
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655 |
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|a Electronic books.
|2 local
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|a Haiken, Michele,
|e éditeur intellectuel.
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2 |
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|a Project Muse.
|e distributor
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|a Book collections on Project MUSE.
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856 |
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|z Texto completo
|u https://projectmuse.uam.elogim.com/book/99164/
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945 |
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|a Project MUSE - Custom Collection
|