Playing Games in the School Library :: developing game-based lessons and using gamification concepts /
"Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken fro...
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1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
London :
Facet Publishing,
2021.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts. The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial. Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school's aims and objectives."-- |
Beschreibung: | 1 online resource (1 volume) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781783305360 1783305363 |
Internformat
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020 | |a 9781783305360 |q (electronic bk.) | ||
020 | |a 1783305363 |q (electronic bk.) | ||
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049 | |a MAIN | ||
100 | 1 | |a Pavey, Sarah, |e author. | |
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. | |
300 | |a 1 online resource (1 volume) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
588 | 0 | |a Print version record. | |
504 | |a Includes bibliographical references and index. | ||
520 | |a "Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts. The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial. Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school's aims and objectives."-- |c Provided by publisher | ||
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 -- 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. | |
505 | 8 | |a 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. | |
650 | 0 | |a Educational games. |0 http://id.loc.gov/authorities/subjects/sh85041126 | |
650 | 0 | |a School libraries. |0 http://id.loc.gov/authorities/subjects/sh85118345 | |
650 | 6 | |a Bibliothèques scolaires. | |
650 | 7 | |a Educational games |2 fast | |
650 | 7 | |a School libraries |2 fast | |
758 | |i has work: |a Playing Games in the School Library (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGy83bMpgrwhTvy79Xmcfq |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a PAVEY, SARAH. |t PLAYING GAMES IN THE SCHOOL LIBRARY. |d [Place of publication not identified] : FACET PUBLISHING, 2021 |z 1783305347 |w (OCoLC)1243966598 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1264677672 |
---|---|
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adam_text | |
any_adam_object | |
author | Pavey, Sarah |
author_facet | Pavey, Sarah |
author_role | aut |
author_sort | Pavey, Sarah |
author_variant | s p sp |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1029 |
callnumber-raw | LB1029.G3 |
callnumber-search | LB1029.G3 |
callnumber-sort | LB 41029 G3 |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-4-EBA |
contents | 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. |
ctrlnum | (OCoLC)1264677672 |
dewey-full | 371.337 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.337 |
dewey-search | 371.337 |
dewey-sort | 3371.337 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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indexdate | 2024-11-27T13:30:22Z |
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isbn | 9781783305360 1783305363 |
language | English |
oclc_num | 1264677672 |
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publisher | Facet Publishing, |
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spelling | Pavey, Sarah, author. Playing Games in the School Library : developing game-based lessons and using gamification concepts / Sarah Pavey. London : Facet Publishing, 2021. 1 online resource (1 volume) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. Includes bibliographical references and index. "Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts. The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial. Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school's aims and objectives."-- Provided by publisher 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. Educational games. http://id.loc.gov/authorities/subjects/sh85041126 School libraries. http://id.loc.gov/authorities/subjects/sh85118345 Bibliothèques scolaires. Educational games fast School libraries fast has work: Playing Games in the School Library (Text) https://id.oclc.org/worldcat/entity/E39PCGy83bMpgrwhTvy79Xmcfq https://id.oclc.org/worldcat/ontology/hasWork Print version: PAVEY, SARAH. PLAYING GAMES IN THE SCHOOL LIBRARY. [Place of publication not identified] : FACET PUBLISHING, 2021 1783305347 (OCoLC)1243966598 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2933173 Volltext |
spellingShingle | Pavey, Sarah Playing Games in the School Library : developing game-based lessons and using gamification concepts / 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. Educational games. http://id.loc.gov/authorities/subjects/sh85041126 School libraries. http://id.loc.gov/authorities/subjects/sh85118345 Bibliothèques scolaires. Educational games fast School libraries fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85041126 http://id.loc.gov/authorities/subjects/sh85118345 |
title | Playing Games in the School Library : developing game-based lessons and using gamification concepts / |
title_auth | Playing Games in the School Library : developing game-based lessons and using gamification concepts / |
title_exact_search | Playing Games in the School Library : developing game-based lessons and using gamification concepts / |
title_full | Playing Games in the School Library : developing game-based lessons and using gamification concepts / Sarah Pavey. |
title_fullStr | Playing Games in the School Library : developing game-based lessons and using gamification concepts / Sarah Pavey. |
title_full_unstemmed | Playing Games in the School Library : developing game-based lessons and using gamification concepts / Sarah Pavey. |
title_short | Playing Games in the School Library : |
title_sort | playing games in the school library developing game based lessons and using gamification concepts |
title_sub | developing game-based lessons and using gamification concepts / |
topic | Educational games. http://id.loc.gov/authorities/subjects/sh85041126 School libraries. http://id.loc.gov/authorities/subjects/sh85118345 Bibliothèques scolaires. Educational games fast School libraries fast |
topic_facet | Educational games. School libraries. Bibliothèques scolaires. Educational games School libraries |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2933173 |
work_keys_str_mv | AT paveysarah playinggamesintheschoollibrarydevelopinggamebasedlessonsandusinggamificationconcepts |