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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

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

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

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

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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