Using Digital Games as Assessment and Instruction Tools. Ryan L, Schaaf

Читать онлайн книгу.

Using Digital Games as Assessment and Instruction Tools - Ryan L, Schaaf


Скачать книгу
ection>

      

       Solutions for Digital Learner-Centered Classrooms

      Using Digital Games as Assessment and Instruction Tools

      Ryan L. Schaaf

      Copyright © 2015 by Solution Tree Press

      All rights reserved, including the right of reproduction of this book in whole or in part in any form.

      555 North Morton Street

      Bloomington, IN 47404

      800.733.6786 (toll free) / 812.336.7700

      FAX: 812.336.7790

      email: [email protected] solution-tree.com

      Visit go.solution-tree.com/technology to access materials related to this book.

      Printed in the United States of America

      19 18 17 16 15 1 2 3 4 5

      Library of Congress Cataloging-in-Publication Data

      Schaaf, Ryan L.

      Using digital games as assessment and instruction tools / Ryan L. Schaaf.

      pages cm. -- (Solutions)

      Includes bibliographical references.

      ISBN 978-1-935542-53-7 (perfect bound) 1. Educational games. 2. Simulation games in education. 3. Education (Elementary)--Computer-assisted instruction. 4. Education (Secondary)--Computer-assisted instruction. I. Title.

      LB1029.G3S35 2015

      371.33’7--dc23

      2015007947

      Solution Tree Jeffrey C. Jones, CEO Edmund M. Ackerman, President

      Solution Tree Press President: Douglas M. Rife Associate Acquisitions Editor: Kari Gillesse Editorial Director: Lesley Bolton Managing Production Editor: Caroline Weiss Copy Editor: Ashante K. Thomas Text and Cover Designer: Rian Anderson

      I dedicate this book to my beautiful wife, Rachel. Thank you for helping me fulfill my dreams and conquer life’s challenges. To my loving boys—grow up into good men who treat people with dignity and respect. To my family and friends—thank you for sticking with me through my battle with cancer. To Ian, Nicky, and Notre Dame of Maryland University—thank you for helping me grow as a professional in the academic realm. I would like to thank the Solution Tree team for its help with this project, specifically Jeff Jones, Edmund Ackerman, Douglas Rife, Kari Gillesse, Ashante Thomas, Rian Anderson, and Jessi Finn.

      Acknowledgments

      I would like to acknowledge the support of InfoSavvy21 in this unique endeavor. In regards to the Digital Learning Game Database (DLGD), I would like to acknowledge Devin DeLange and her hard work assisting me with creating a great resource for educators interested in incorporating digital gaming into instruction.

      Visit go.solution-tree.com/technology to access materials related to this book.

      Table of Contents

       About the Author

       Introduction: The Gamer in All of Us

       From Entertainment to Edutainment to Education

       Teachers Versus Facilitators

       Chapter 1: Finding Good Digital Games—Where to Look

       Web Browser–Based Games

       Sheppard Software

       PBS KIDS Games

       Mr. Nussbaum

       National Geographic Kids

       Poptropica

       Funbrain

       PrimaryGames

       ABCya.com

       Arcademic Skill Builders

       Games for Change

       PowerMyLearning

       The Stacks

       Facilitate Gaming Experiences With Browser-Based Games

       Steam

       Gaming Consoles

       App Markets: Tablets and Smartphones

       The Oregon Trail: American Settler

       Angry Birds

       VocabularySpellingCity

       DragonBox Algebra 5+

       Powers of Minus Ten

       ThinkerToy: Shapes

       Math Duel: 2 Player Math Game

       Bridge Constructor

       The Most Popular Strategy for Finding Digital Games

       Chapter 2: Evaluating and Field Testing Digital Games

       Learning With Digital Games: Strategies That Work

       Lesson Motivation

       Free Play

       Baseline to Finish Line

       Setting a Mental Stage

       Gaming With Anticipation

       Teams and Tournaments

       A Learning Event

       The “Long Experience” of Playing and Learning

       Minecraft and MinecraftEdu

       The Sandbox and The Sandbox EDU

       WoW in School

       Lure of the Labyrinth

       Chapter 3: Gaming and Instructional Assessment

       Summative Assessment

       Repetition: Test-Taking Preparation and Review

       Formative Assessment

       Stealth Assessment

       Learning Analytics

       Takeaways for Readers

       Takeaway 1: Five Educational Super Blogs for Digital Learning

       Takeaway 2: Evernote Public Notebook

      


Скачать книгу