Using Video Games to Level Up Collaboration for Students

Using Video Games to Level Up Collaboration for Students PDF

Author: Matthew Harrison

Publisher: Taylor & Francis

Published: 2022-07-13

Total Pages: 173

ISBN-13: 1000588920

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Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

Language and Learning in the Digital Age

Language and Learning in the Digital Age PDF

Author: James Paul Gee

Publisher: Routledge

Published: 2011-02-01

Total Pages: 168

ISBN-13: 1136825665

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In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.

Teaching Coding in K-12 Schools

Teaching Coding in K-12 Schools PDF

Author: Therese Keane

Publisher: Springer Nature

Published: 2023-02-27

Total Pages: 420

ISBN-13: 3031219708

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This book contains highly effective ways to teach coding and computational thinking skills throughout primary and secondary schooling. It outlines a research informed path for students from birth to 18 years, identifying key skills and learning activities. Based on global perspectives and research at each stage, it outlines how these findings can be applied in the classroom. Teaching coding to students in K-12 has been a skillset that has been debated across educational jurisdictions globally for some time. The book provides examples of schools that are teaching coding to students in engaging and relevant ways, delivering well thought out compulsory curriculums. Additionally, it provides examples of schools where coding is not mandated in the curriculum and is taught in an ad-hoc manner. Through the full discussion of all of these varied examples, the book presents both sides of the serious and ongoing debate in the field as to whether coding should be taught in an explicit way at all. The increasing school of thought that teaching coding is a skill that is already obsolete, and the focus should be on computational thinking is completely examined and presented. In this book, both sides of the argument, as well as the specific, meticulous research underlying each side, are given equal weight. The debate is a serious one and requires a clearly defined thematic response with evidence on all sides of the argument presented rationally. This book does just that. Created by carefully selected authors from around the world, it will be a highly studied research reference.

Press B to Belong

Press B to Belong PDF

Author: Matthew Harrison

Publisher: Emerald Group Publishing

Published: 2024-07-26

Total Pages: 231

ISBN-13: 1804559288

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Positioning esports programs as spaces for social inclusion within our schools, this work provides educators with practical strategies for removing barriers to participation and belonging for students with disabilities and neurological differences to make school a place where all students want to be.

Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce

Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce PDF

Author: Chakravarti, Sriya

Publisher: IGI Global

Published: 2023-07-03

Total Pages: 257

ISBN-13: 1668455196

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The time has come to refine the education ecosystem in such a way that it generates wealth-creating careers, personalized learning, and upskilling for all types of employment opportunities so that the current and next generation of the world can find long-term social stability, sound mental health, and financial agility. From an educator’s point of view, this is possible through high-quality education that is relevant to a particular society and effective educational policies that promote a culture of innovation, encourage risk-taking, and continuously monitor productivity through the training and development of teachers. Innovations in Teacher Development, Personalized Learning, and Upskilling the Workforce disseminates the best practices on high-quality education, teaching training, teacher/student entrepreneurship, and wealth-generating careers. It presents information on refining education through teacher development sessions and training. Covering topics such as capacity building, personalized learning, and teacher trainee development, this book is an excellent resource for educators and administrators of K-12 and higher education, academic advisors, preservice teachers, teacher educators, policymakers, librarians, researchers, and academicians.

Digital Learning and Collaborative Practices

Digital Learning and Collaborative Practices PDF

Author: Eva Brooks

Publisher: Taylor & Francis

Published: 2021-07-18

Total Pages: 220

ISBN-13: 1000403505

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• Outlines a holistic, evidence-based mindset shift for designing and implementing technology-rich learning experiences that are attentive to social concerns such as equity, ethics, play, diversity, and democratic participation. • Driven by a balance of theoretical and methodological chapters with grounded empirical bases. • Concludes with a future-focused discussion about upcoming digital competencies and the implications of applying design-oriented approaches to digital learning practices.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

The Knowledge Gap

The Knowledge Gap PDF

Author: Natalie Wexler

Publisher: Penguin

Published: 2020-08-04

Total Pages: 354

ISBN-13: 0735213569

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The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

The Video Game Debate 2

The Video Game Debate 2 PDF

Author: Rachel Kowert

Publisher: Routledge

Published: 2020-11-29

Total Pages: 160

ISBN-13: 1000224287

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This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Dialogic Pedagogy

Dialogic Pedagogy PDF

Author: Anne Thwaite

Publisher: Taylor & Francis

Published: 2023-05-18

Total Pages: 282

ISBN-13: 1000876950

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Taking a dialogic approach, this edited book engages in analysis and description of dialogic discourse in a number of different educational contexts, from early childhood to tertiary, with an international team of contributors from Australia, Finland, New Zealand and the United Kingdom. The chapters focus mostly on dialogic face-to-face discourse, with some examples of online interactions, and feature insights from educational linguistics, particularly the work of Michael Halliday. While the contributors come from a range of theoretical backgrounds, they all share an interest in language in use and engage in close analysis of transcripts of naturally-occurring interaction. Taking inspiration from Alexander and other theorists, they employ a fine-grained and analytic approach to the exploration of their data. The authors make use of the linguistic tools and models of language in society, in order to examine the turn-by-turn unfolding of the interaction. The authors relate their insights from disparate forms of linguistic analysis to elements of Alexander’s (2020) dialogic framework, situating the discourse in its contexts and discussing the pedagogical implications of the linguistic choices at play. In presenting this work from a range of situations and perspectives, the authors strive to demonstrate how dialogic discourse plays out in educational contexts across the world. The book aims to foster further research in this direction and to inspire educators to explore dialogic discourse for themselves. It will be of interest to a wide audience, including literacy researchers, linguists, teachers and teacher educators, as well as graduate students.