New Traditional Games for Learning

New Traditional Games for Learning
Author: Alex Moseley
Publisher: Routledge
Total Pages: 228
Release: 2013-09-05
Genre: Education
ISBN: 1135072388

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

New Ways in Teaching with Games

New Ways in Teaching with Games
Author: Ulugbek Nurmukhamedov
Publisher:
Total Pages: 254
Release: 2020-02-21
Genre:
ISBN: 9781945351747

For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!

New Traditional Games for Learning

New Traditional Games for Learning
Author: Alex Moseley
Publisher: Routledge
Total Pages: 234
Release: 2013-09-05
Genre: Education
ISBN: 113507237X

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Handbook of Research on Using Motor Games in Teaching and Learning Strategy
Author: Gil-Madrona, Pedro
Publisher: IGI Global
Total Pages: 511
Release: 2022-05-06
Genre: Education
ISBN: 1799896226

Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Teaching Children Games

Teaching Children Games
Author: David E. Belka
Publisher: Human Kinetics Publishers
Total Pages: 0
Release: 1994
Genre: Games
ISBN: 9780873224819

Grade level: 1, 2, 3, 4, 5, 6, 7, e, p, t.

The Penguin Book of Card Games

The Penguin Book of Card Games
Author: David Parlett
Publisher: Penguin UK
Total Pages: 688
Release: 2008-08-07
Genre: Games & Activities
ISBN: 0141916109

The Penguin Book of Card Games is the authoritative up-to-date compendium, describing an abundance of games to be played both for fun and by serious players. Auctions, trumpless hands, cross-ruffing and lurching: card players have a language all of their own. From games of high skill (Bridge) to games of high chance (Newmarket) to trick-taking (Whist) and banking (Pontoon), David Parlett, seasoned specialist in card games, takes us masterfully through the countless games to choose from. Not content to merely show us games with the conventional fifty-two card pack, Parlett covers many games played with other types of cards - are you brave enough to play with Tarot? With a 'working description' of each game, with the rules, variations and origins of each, as well as an appendix of games invented by the author himself, The Penguin Book of Card Games will delight, entertain and inform both the novice and the seasoned player.

100 Fun & Easy Learning Games for Kids

100 Fun & Easy Learning Games for Kids
Author: Amanda Boyarshinov
Publisher: Page Street Publishing
Total Pages: 211
Release: 2016-05-24
Genre: Juvenile Nonfiction
ISBN: 1624141978

Learn While You Play With These Fun, Creative Activities & Games From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own. All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills! The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.

Out of Touch

Out of Touch
Author: Michelle Drouin
Publisher: MIT Press
Total Pages: 285
Release: 2022-02-01
Genre: Psychology
ISBN: 0262046679

A behavioral scientist explores love, belongingness, and fulfillment, focusing on how modern technology can both help and hinder our need to connect. A Next Big Idea Club nominee. Millions of people around the world are not getting the physical, emotional, and intellectual intimacy they crave. Through the wonders of modern technology, we are connecting with more people more often than ever before, but are these connections what we long for? Pandemic isolation has made us even more alone. In Out of Touch, Professor of Psychology Michelle Drouin investigates what she calls our intimacy famine, exploring love, belongingness, and fulfillment and considering why relationships carried out on technological platforms may leave us starving for physical connection. Drouin puts it this way: when most of our interactions are through social media, we are taking tiny hits of dopamine rather than the huge shots of oxytocin that an intimate in-person relationship would provide. Drouin explains that intimacy is not just sex—although of course sex is an important part of intimacy. But how important? Drouin reports on surveys that millennials (perhaps distracted by constant Tinder-swiping) have less sex than previous generations. She discusses pandemic puppies, professional cuddlers, the importance of touch, “desire discrepancy” in marriage, and the value of friendships. Online dating, she suggests, might give users too many options; and the internet facilitates “infidelity-related behaviors.” Some technological advances will help us develop and maintain intimate relationships—our phones, for example, can be bridges to emotional support. Some, on the other hand, might leave us out of touch. Drouin explores both of these possibilities.