New Traditional Games for Learning

New Traditional Games for Learning
Author: Alex Moseley
Publisher: Routledge
Total Pages: 228
Release: 2013-09-05
Genre: Education
ISBN: 1135072388

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A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

New Ways in Teaching with Games

New Ways in Teaching with Games
Author: Ulugbek Nurmukhamedov
Publisher:
Total Pages: 254
Release: 2020-02-21
Genre:
ISBN: 9781945351747

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For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!

Let's Play

Let's Play
Author: Camilla Gryski
Publisher:
Total Pages: 52
Release: 2007-03-12
Genre: Juvenile Nonfiction
ISBN: 9781550748178

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Grandparents, parents and children will all want to join in the fun of this wonderful collection of games and rhymes.

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Handbook of Research on Using Motor Games in Teaching and Learning Strategy
Author: Gil-Madrona, Pedro
Publisher: IGI Global
Total Pages: 511
Release: 2022-05-06
Genre: Education
ISBN: 1799896226

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Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching
Author: Nicola Whitton
Publisher: Routledge
Total Pages: 234
Release: 2012
Genre: Education
ISBN: 0415897726

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Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Indian Education for All

Indian Education for All
Author: International Traditional Games Society
Publisher:
Total Pages: 66
Release: 2009
Genre: Education
ISBN:

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Contains traditional games model lesson plans for kindergarten through grade 10. Each unit includes information regarding desired results (established goals), assessment evidence (performance tasks), learning plans (equipment and room requirements) and lists of resources.

‘’C.O.B.A.T.T. WORLD!’’: An Epic Journey to Learn English Through Traditional Games in Digital Era (UUM Press)

‘’C.O.B.A.T.T. WORLD!’’: An Epic Journey to Learn English Through Traditional Games in Digital Era (UUM Press)
Author: Adrilayanti Alauddin
Publisher: UUM Press
Total Pages: 55
Release: 2021-04-04
Genre: Education
ISBN: 9672486316

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The book consists of guides to play the traditional station games and the questions for all the skills which teachers can use for each station. This book is also useful for any group of young learners who always search for anew refreshing ways of learning English; which may enhance their creativity and motor skills while playing some traditional games that they might encounter.

Children's Games from Around the World

Children's Games from Around the World
Author: Glenn Kirchner
Publisher: WCB/McGraw-Hill
Total Pages: 202
Release: 1991
Genre: Games
ISBN: 9780697117380

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This book stresses three contemporary topics which are important to any person working with young children: multiculturalism, creativity, and cooperative learning. Glenn Kirchner, one of today's leading experts in elementary physical education, has collected games from all over the world and compiled them in a beautifully illustrated book that will serve as a resource for teacher educators and in-service teachers alike. This edition is the result of a thirteen year collaborative project conducted with hundreds of teachers in fifty participating countries. The first part of the book features traditional games played by children on six continents. Although many of these games are unique to a given culture, some are modified versions of the same game, demonstrating the universality of children's games while introducing students and teachers to cultural variations. The second and third parts of the book depart from the traditional games and focus on new games invented by children from the fifty participating countries. Almost half of these are cooperative games. Two chapters explaining how to guide children to invent their own games will enable teachers to use Kirchner's methods with their own students. For elementary school physical education teachers or sports and recreation enthusiasts.

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
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 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 Art of Game Design

The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
Total Pages: 935
Release: 2019-07-31
Genre: Computers
ISBN: 1351803638

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The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.