101 Great Classroom Games
Title | 101 Great Classroom Games PDF eBook |
Author | Alexis Ludewig |
Publisher | McGraw Hill Professional |
Pages | 270 |
Release | 2007-07-13 |
Genre | Business & Economics |
ISBN | 0071594027 |
101 ways to energize any ho-hum day Created by award-winning educators, these easy-to-learn, giggle-as-you-go games are designed to be both fun and educational. These activities in reading, logic, science, measuring, listening, social studies, and math are the perfect complement to your K-5 curriculum. Get the fun and the learning started with games such as: Bug Bite: Players flip over vocabulary word cards and slap the table when a bug card comes up. Whoever slaps first reads all the words and then keeps the card. The child with the most cards wins! Bull's-Eye Feather Math: Children blow feathers around a bull's-eye game board with straws as they sharpen their multiplication skills. Geography Baseball: Players find map locations that are “pitched” to them. The more “hits” they get, the faster they score runs. Fishy Facts: Players snag paper fish with a fishing pole and hook. If they can answer the question on the side of the fish, they score. . . . and many more! BONUS: Games are ranked for noise levels!
Theater Games for the Classroom
Title | Theater Games for the Classroom PDF eBook |
Author | Viola Spolin |
Publisher | Northwestern University Press |
Pages | 252 |
Release | 1986 |
Genre | Education |
ISBN | 9780810140042 |
A collection of games and music to aid the drama teacher and give ideas for varied classes.
Choosing and Using Digital Games in the Classroom
Title | Choosing and Using Digital Games in the Classroom PDF eBook |
Author | Katrin Becker |
Publisher | Springer |
Pages | 429 |
Release | 2016-09-29 |
Genre | Education |
ISBN | 3319122231 |
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Vocabulary Games for the Classroom
Title | Vocabulary Games for the Classroom PDF eBook |
Author | Lindsay Carleton |
Publisher | Solution Tree Press |
Pages | 711 |
Release | 2010-11-01 |
Genre | Education |
ISBN | 1935543113 |
Make direct vocabulary instruction fun and successful with this simple, straightforward, and easy-to-use book. Hundreds of critical vocabulary terms handpicked by Dr. Marzano cover four content areas and all grade levels. Each game identifies the appropriate grade level and subject area, as well as whether or not the students should already be familiar with the vocabulary.
Classroom Guidance Games
Title | Classroom Guidance Games PDF eBook |
Author | Shannon Trice Black |
Publisher | Youthlight |
Pages | 256 |
Release | 2005-10-01 |
Genre | Education |
ISBN | 9781598500028 |
Focuses on bully prevention, social skills, anger management, study skills, emotions, respect, getting along, goal setting, responsibility, careers and self-esteem.
Making School a Game Worth Playing
Title | Making School a Game Worth Playing PDF eBook |
Author | Ryan Schaaf |
Publisher | Corwin Press |
Pages | 221 |
Release | 2014-06-05 |
Genre | Education |
ISBN | 1483375137 |
Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!
Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
Title | Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond PDF eBook |
Author | Karen Schrier |
Publisher | Lulu.com |
Pages | 584 |
Release | 2019-11-14 |
Genre | Education |
ISBN | 0359984010 |
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.