null
Loading... Please wait...
FREE SHIPPING on All Unbranded Items LEARN MORE
Print This Page

Game On (Using Digital Games to Transform Teaching, Learning, and Assessment)

List Price: $40.95
SKU:
9781936763979
Quantity:
Minimum Purchase
25 unit(s)
  • Availability: Confirm prior to ordering
  • Branding: minimum 50 pieces (add’l costs below)
  • Check Freight Rates (branded products only)

Branding Options (v), Availability & Lead Times

  • 1-Color Imprint: $2.00 ea.
  • Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
  • Belly-Band Wrap: $2.50 ea. (full-color printed)
  • Set-Up Charge: $45 per decoration
FULL DETAILS
  • Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
  • Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
  • Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
  • RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
  • Product Details

    Author:
    Ryan L. Schaaf, Nicky Nohan
    Format:
    Paperback
    Pages:
    176
    Publisher:
    Solution Tree Press (November 7, 2016)
    Language:
    English
    Audience:
    Professional and scholarly
    ISBN-13:
    9781936763979
    ISBN-10:
    1936763974
    File:
    SolutionTreePress-Metadata_Only_Solution_Tree_Press_Metadata_20250701091205-20250701.xml
    List Price:
    $40.95
    As low as:
    $36.86
    Publisher Identifier:
    P-STREE
    Discount Code:
    G
    Pub Discount:
    40
    Folder:
    SolutionTreePress
    Imprint:
    Solution Tree Press
    Weight:
    12oz
  • Overview

    Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.

    Benefits

    • Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations.
    • Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning.
    • Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design.
    • Access lists of suggested digital games, and learn for what purposes the games are most useful.
    • Consider how digital games can address students’ diverse learning needs and can be used for assessment.

    Contents

    Foreword by Ian Jukes

    Introduction: The Gamer in Us All

    Chapter 1: From Entertainment to Education 3.0

    Chapter 2: The Arcade of Education

    Chapter 3: Learning Theory and the Attributes of the Digital Generation

    Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment

    Chapter 5: Lesson Design Using Digital Games

    Chapter 6: Digital Gaming and Assessment

    Chapter 7: The Nine I’s of Modern Learning

    Chapter 8: Beyond Linear Presentations

    Chapter 9: Takeaways

    References and Resources