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Playing Games in the School Library : Developing Game-Based Lessons and Using Gamification Concepts.

By: Material type: TextTextPublisher: London : Facet Publishing, 2021Copyright date: ©2021Edition: 1st edDescription: 1 online resource (192 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781783305353
Subject(s): Genre/Form: Additional physical formats: Print version:: Playing Games in the School LibraryDDC classification:
  • 027
LOC classification:
  • LB1029.G3 .P384 2021
Online resources:
Contents:
Endorsements -- Title page -- Contents -- Foreword -- Introduction -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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.
Summary: The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.
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Endorsements -- Title page -- Contents -- Foreword -- Introduction -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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 -- CHAPTER 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.

The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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