Play is how children explore, discover, fail, succeed, socialize, and flourish. It is a fundamental element of the human condition. It's the key to giving school children skills they need to succeed - skills like creativity, innovation, teamwork, focus, resilience, expressiveness, empathy,concentration, and executive function.
"We believe that play is one type of environment where children can be rigorous in their learning," Kristi, Alison, and Cheryl write. So they provide a host of lessons, suggestions for classroom setups, helpful tools and charts, curriculum connections, teaching points, and teaching language to help you foster mature play that makes every moment in your classroom instructional.
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games' capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners' lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
Media Literacy for Young Children: Teaching Beyond the Screen Time Debates is about all these things, and more importantly, it is about how early childhood educators and professionals can prepare children for their digital future. This book is a first-of-its-kind guide for pre-service and currently practicing teachers and child care professionals looking for pedagogically sound and developmentally appropriate ways to help today's children navigate their media-rich world with confidence, and curiosity.
This book connects landscape architecture with education, psychology, public health and planning. Over the course of thirteen chapters it examines how design and research of places can be approached through multiple lenses - of pedagogy and play and how children, as competent social agents, are engaged in the process of designing their own spaces - and brings a global perspective to the debate around child-friendly environments.
In this second edition, the author is emphasizing more thoroughly the importance of play as a challenge of learning, with implications for children, as well as for teachers. Further, the author is discussing how meaning making in children's production of multi-module narrative products can contribute to their personal formation.
The first chapter analyzes investigations on the use of virtual reality in the context of learning and rehabilitation. The second chapter compares video game players and non-video game players across a range of measures of competitiveness to understand the differences and similarities between these groups' context general competitive profiles. The objective of the closing chapter is to identify and analyze how the techno scientific processes of corporeal virtualization, linked to video games, have interfered in the constitution of the bodies and what implications are involved in the body culture of movement and Physical Education.
Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book features over 100 video game activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed, including language arts, mathematics, science, social studies, history, geography, health & physical education, drama, music, visual arts, computers, and business.
In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming--coding, collaboration, and creativity--and the move from "computational thinking" toward "computational participation." Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of "modding" and the growth of a DIY culture.
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom.In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.