000 | 04739nam a22004453i 4500 | ||
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001 | EBC6614291 | ||
003 | MiAaPQ | ||
005 | 20240724115122.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2021 xx o ||||0 eng d | ||
020 |
_a9781783305353 _q(electronic bk.) |
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020 | _z9781783305346 | ||
035 | _a(MiAaPQ)EBC6614291 | ||
035 | _a(Au-PeEL)EBL6614291 | ||
035 | _a(OCoLC)1263868952 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aLB1029.G3 .P384 2021 | |
082 | 0 | _a027 | |
100 | 1 | _aPavey, Sarah. | |
245 | 1 | 0 |
_aPlaying Games in the School Library : _bDeveloping Game-Based Lessons and Using Gamification Concepts. |
250 | _a1st ed. | ||
264 | 1 |
_aLondon : _bFacet Publishing, _c2021. |
|
264 | 4 | _c©2021. | |
300 | _a1 online resource (192 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aEndorsements -- 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. | |
505 | 8 | _aGames 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. | |
520 | _aThe 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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aSchool libraries. | |
650 | 0 | _aEducational games. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aPavey, Sarah _tPlaying Games in the School Library _dLondon : Facet Publishing,c2021 _z9781783305346 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=6614291 _zClick to View |
999 |
_c27064 _d27064 |