Acknowledgements |
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ix | |
Abbreviations |
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xi | |
Foreword |
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xiii | |
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Introduction |
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xvii | |
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1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning? |
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1 | (14) |
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Defining game-based learning and gamification |
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1 | (1) |
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The psychology of teaching and learning using games |
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2 | (9) |
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Pedagogical considerations in game design |
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11 | (4) |
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2 Developing Emotional and Social Skills Through Game-Based Learning |
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15 | (14) |
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Game-based learning in practice - some considerations |
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15 | (2) |
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The student who is disengaged with learning |
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17 | (1) |
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The student who is afraid of failure |
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18 | (1) |
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The student with English as an additional language |
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19 | (1) |
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The student with dyspraxia |
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20 | (1) |
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21 | (1) |
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22 | (1) |
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23 | (2) |
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The student with low self-esteem |
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25 | (4) |
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3 Simple Slide-Based Games |
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29 | (16) |
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Reveal and disappear slide games |
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30 | (5) |
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Slide games using motion pathways |
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35 | (2) |
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Motivation through using slides based on commercial game ideas |
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37 | (2) |
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Constructivist approaches to simple slide-based games |
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39 | (1) |
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Modification and redefinition with slide-based games |
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40 | (5) |
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45 | (18) |
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45 | (4) |
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49 | (1) |
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Games using a library management system |
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50 | (1) |
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51 | (3) |
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Games using smart device apps |
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54 | (4) |
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Designing digital games using commercial templates |
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58 | (5) |
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63 | (20) |
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How do we know if a physical game will be successful? |
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64 | (1) |
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Games using everyday and commercial artefacts |
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65 | (5) |
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70 | (2) |
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72 | (4) |
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76 | (7) |
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83 | (14) |
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Games using auditory learning |
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83 | (1) |
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Games mixing physical play with simple computer programs |
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84 | (1) |
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Games using visual learning |
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85 | (3) |
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Games using mixed reality |
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88 | (9) |
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7 Active Learning and Live Games |
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97 | (16) |
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Games involving movement as a motivator for engagement and cognition |
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98 | (1) |
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Games for practising communication skills and enquiry |
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99 | (3) |
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Games to promote skills in empathy and perspective |
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102 | (2) |
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Games requiring problem-solving skills |
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104 | (9) |
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113 | (12) |
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The psychology of gamification |
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113 | (1) |
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Pros and cons of reward schemes |
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114 | (2) |
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116 | (2) |
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Reading schemes based on gamification |
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118 | (4) |
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Using gamification in enquiry work and for information literacy |
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122 | (3) |
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9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community |
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125 | (12) |
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The importance of creating impact within the school community |
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125 | (3) |
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Game-based learning and gamification for promotion of library resources and services beyond the curriculum |
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128 | (5) |
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Sharing game ideas with other schools |
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133 | (4) |
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10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques |
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137 | (14) |
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Collaborating with teaching staff in a game-based approach to learning |
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137 | (6) |
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Collaborating with senior leaders in a game-based approach to learning |
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143 | (3) |
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Collaborating with the wider community and parents in a game-based approach to learning |
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146 | (5) |
References |
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151 | (10) |
Index |
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161 | |