Power Up Your Classroom
eBook - ePub

Power Up Your Classroom

Reimagine Learning Through Gameplay

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Power Up Your Classroom

Reimagine Learning Through Gameplay

Book details
Book preview
Table of contents
Citations

About This Book

Learn to design learning experiences that leverage gameplay to increase motivation and engagement, while building classroom community. By the time Lindsey Blass and Cate Tolnai's paths crossed, both had taken a path from teacher to coach to central/county office roles focused on innovative learning design, all while noticing three trends that extended beyond their classrooms: students who weren't able to own and connect to their learning experience became disengaged; students and teachers alike had a general fear of failure; and teachers were perplexed at how to design learning experiences that fostered student choice and celebrated failure as an opportunity for iteration.Together, they began to ask ā€¦ what if? What if we designed learning experiences that leveraged the power of gameplay to create more motivated learners? What if we modeled this type of learning with educators so they could experience the impact firsthand and spread the excitement and innovation in their classrooms? What if learning was fun for both students and teachers?This book:

  • Includes visual elements that model the theme of engaging in a game with tips, hints and suggestions sprinkled throughout the chapters.
  • Features a downloadable full-color game board that can be used in tandem with the book.
  • Provides access to an accompanying website that offers dynamic elements and book study questions.
  • Features the voices of experts and innovators in the fields of gamification and game-based learning.


With a uniquely fun and inviting format, Power Up Your Classroom helps educators implement gamification and game-based learning in their classes to drive student engagement and learning. Audience: K-12 educators, tech coaches

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LEVEL 1

BEYOND THE INSTRUCTION MANUAL: GOALS OF THE GAME

What gameplay structures already exist in learning, and how can the power of play increase learner engagement?
By the end of this level, you will be able to:
Identify the #PowerUpClassroom 4 Cā€™s of Game-Based Learning (GBL)
Make connections to how the #PowerUpClassroom 4 Cā€™s of GBL impact learning experiences for teachers and students
Identify the unique characteristics of gamification and game-based learning
Explore how the power of play can increase learner engagement
We invite you to journey into two worlds with us:
In the first world, students enter the classroom and take out their notebooks. The teacher presents the content for the day as the students take notes, asking clarifying questions as needed. The teacher models several problems for guided practice, and ultimately, the students apply their skills in independent practice and application.
In the second world, students are presented with a game-based challenge that requires research, collaboration, communication with peers, and creative problem-solving. They are able to power up as they progress, conquering the challenge only when they have mastered the content.
While both worlds contain elements of solid lesson design (i.e., input, guided practice, independent practice), in which world do you picture the students experiencing deeper engagement? Which world empowers students to reach mastery and experience success in learning?
By leveraging the power of play, we provide learners with purpose, motivation, and increased engagement in their learning experience.

POWER UP

ENGAGEMENT AS A CLASSROOM CORNERSTONE

Every class or school community has a unique definition for the ideal engaged learner. That said, there are a few qualities that consistently connect to engagement: in-person or digital conversations, freedom to be curious and take risks socially and academically, and personal ownership of projects and outcomes. Remember, you can always ask your learners to define ā€œengagementā€ for your classroom community.

MEET THE GAME MASTER

CATE TOLNAI, EDUCATOR AND ADVOCATE

GBL GROUND ZERO

One rainy afternoon in 2011, Cateā€™s students quietly worked their way through the canned history curriculum lesson for another time, and she wondered, ā€œHow can we do better?ā€ She wanted her students to want to take more risks, ask questions, and explore without fear of failure or punishment.
ā€œI believe that all learners are curious, and making space to explore that curiosity is our responsibility as educators.ā€
But how do we balance the pressure of getting through the content while also honoring learning for what it is: a journey, a quest, an exploration? As Cate moved into teacher-leadership roles, she quickly understood the reason why she was challenged to create these experiences for her students: no one had given her the chance to learn this way as a professional educator.
Cate sat through daylong workshops without ever being asked to work with the amazing educators around her. She attended staff meetings where she listened to administrators read agendas and slides without pause for reflection or discussion. She took notes, completed assignments, designed lessons, and evaluated curriculumā€”all without being fully engaged in the process. Something was missing.

EMBARKING ON THE JOURNEY

As a connected educator and curious learner, Cate began to design her vision for revitalized professional learning.
ā€œIf we believe kids deserve the very best we can offer them via relationships, instructional materials, and tools, then how will we get that to them? It starts with excellent training for the educators leading the charge.
Teachers need as many opportunities as possible to choose paths of learning, clarify skills and passions, connect with each other, and celebrate growth with their students.
By creating high-quality professional learning that unpacks the resources we want to bring to our students, we build empathy in educators as well as a frame of ...

Table of contents

  1. Cover
  2. Title Page
  3. Copyright
  4. About ISTE
  5. About the Authors
  6. Acknowledgments
  7. Contents
  8. Foreword
  9. Introduction
  10. Level 1: Beyond the Instruction Manual: Goals of the Game
  11. Level 2: Choose Your Adventure: Options, Choice, and Ownership
  12. Level 3: On Your Mark: Structure, Design, and Purpose
  13. Level 4: Their Turn: Students as Game Masters
  14. Level 5: Whoā€™s Winning? Power Up Your Assessment and Feedback
  15. Level 6: Build Your Squad: Community and Culture through Gameplay
  16. Level 7: Press Start: Power Up Your Classroom Now!
  17. Appendix A: Glossaryā€”Letā€™s Talk Games!
  18. Appendix B: Book Study Guide
  19. Appendix C: Game Design Theories and Frameworks
  20. References
  21. Index