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Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts [Mīkstie vāki]

4.33/5 (12 ratings by Goodreads)
  • Formāts: Paperback / softback, 200 pages, height x width: 234x156 mm
  • Izdošanas datums: 10-Sep-2021
  • Izdevniecība: Facet Publishing
  • ISBN-10: 1783305339
  • ISBN-13: 9781783305339
  • Mīkstie vāki
  • Cena: 61,22 €
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  • Formāts: Paperback / softback, 200 pages, height x width: 234x156 mm
  • Izdošanas datums: 10-Sep-2021
  • Izdevniecība: Facet Publishing
  • ISBN-10: 1783305339
  • ISBN-13: 9781783305339
Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts.

The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial.

Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their schools aims and objectives.

Recenzijas

'I have been admiring, from afar, for several years now, the possibilities of game-based learning within libraries. Ive never been adventurous enough to sail in these uncharted waters, possibly due to many case studies being predominately focussed within HE. This book, however, will definitely put the wind in the sail and confidently push school librarians into experimenting with gamification in their libraries.

The author begins the journey by simply explaining the numerous pedological learning theories. This I was very thankful for, as the success and impact of gaming, as its consistently pointed out throughout the chapters, is the need to consider, not just emotional and social factors but also theoretical pedagogy when devising games.

There is a plethora of case studies, illustrating how games are created and implemented within school libraries. And if you work in a school where the computers dont always work there are lots of physical games, alongside the digital. Theres a useful chapter on live games and on creating escape rooms, which may just inspire future library events.

Ive gone away from reading this book with a can do attitude, and so my gaming journey begins'.

- Kevin Sheehan

Acknowledgements ix
Abbreviations xi
Foreword xiii
Richard Gerver
Introduction xvii
1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning?
1(14)
Defining game-based learning and gamification
1(1)
The psychology of teaching and learning using games
2(9)
Pedagogical considerations in game design
11(4)
2 Developing Emotional and Social Skills Through Game-Based Learning
15(14)
Game-based learning in practice - some considerations
15(2)
The student who is disengaged with learning
17(1)
The student who is afraid of failure
18(1)
The student with English as an additional language
19(1)
The student with dyspraxia
20(1)
The autistic student
21(1)
The competitive student
22(1)
The shy student
23(2)
The student with low self-esteem
25(4)
3 Simple Slide-Based Games
29(16)
Reveal and disappear slide games
30(5)
Slide games using motion pathways
35(2)
Motivation through using slides based on commercial game ideas
37(2)
Constructivist approaches to simple slide-based games
39(1)
Modification and redefinition with slide-based games
40(5)
4 Digital Games
45(18)
Video games
45(4)
Computer coding games
49(1)
Games using a library management system
50(1)
Social media games
51(3)
Games using smart device apps
54(4)
Designing digital games using commercial templates
58(5)
5 Physical Games
63(20)
How do we know if a physical game will be successful?
64(1)
Games using everyday and commercial artefacts
65(5)
Quiz games
70(2)
Card-based games
72(4)
Board (table-top) games
76(7)
6 Mixed Media Games
83(14)
Games using auditory learning
83(1)
Games mixing physical play with simple computer programs
84(1)
Games using visual learning
85(3)
Games using mixed reality
88(9)
7 Active Learning and Live Games
97(16)
Games involving movement as a motivator for engagement and cognition
98(1)
Games for practising communication skills and enquiry
99(3)
Games to promote skills in empathy and perspective
102(2)
Games requiring problem-solving skills
104(9)
8 Gamification
113(12)
The psychology of gamification
113(1)
Pros and cons of reward schemes
114(2)
Gamification design
116(2)
Reading schemes based on gamification
118(4)
Using gamification in enquiry work and for information literacy
122(3)
9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community
125(12)
The importance of creating impact within the school community
125(3)
Game-based learning and gamification for promotion of library resources and services beyond the curriculum
128(5)
Sharing game ideas with other schools
133(4)
10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques
137(14)
Collaborating with teaching staff in a game-based approach to learning
137(6)
Collaborating with senior leaders in a game-based approach to learning
143(3)
Collaborating with the wider community and parents in a game-based approach to learning
146(5)
References 151(10)
Index 161
Sarah Pavey has worked as a school librarian for over 20 years and is founder of education training company and consultancy SP4IL. She holds degrees in biochemistry and information science and is an established author and regular speaker at conferences for school libraries as well as wider education issues. Sarah is a Fellow of CILIP and the Royal Society of Arts and works with the Electronic Platform for Adult Learning in Europe (EPALE) in the field of adult education. Her training courses, both home and abroad, on a range of topics including playful learning, are practical and acclaimed for being rooted in theory.