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Gamify Your Classroom: A Field Guide to Game-Based Learning – Revised edition (New Literacies and Digital Epistemologies) Revised Edition
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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today’s national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!
- ISBN-101433135027
- ISBN-13978-1433135026
- EditionRevised
- PublisherPeter Lang Inc., International Academic Publishers
- Publication dateApril 6, 2017
- LanguageEnglish
- Dimensions6 x 0.75 x 8.75 inches
- Print length348 pages
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From the Publisher
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Series: New Literacies and Digital Epistemologies
This series aims to explore key dimensions of the changes occurring within social practices of literacy and the educational challenges they present, with a view to informing educational practice in helpful ways.
Gamify Your Classroom
A Field Guide to Game-Based Learning – Revised Edition
This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching.
Editorial Reviews
Review
"The world of games in education is vast. Matthew Farber is a clear-eyed guide to lands both familiar and foreign, and «Gamify Your Classroom» is a combined atlas and encyclopedia of game-based learning. This book is valuable for teachers, school leaders, and scholars. No matter what your destination in game-based learning, Farber can help you navigate like a native."―Barry Fishman, Professor, University of Michigan
"Matthew Farber’s «Gamify Your Classroom» is the definitive guide to game-based learning. Whether you are dipping your toes in the pool or swimming in the deep end, this book is a rich resource. He has left no stone unturned as he provides background of game theory, history of the game industry (commercial and educational) and a tremendous practical overview of what is happening in the game-based learning space. The book is an easy read and demonstrates that he is a walking encyclopedia on the topic. I am truly amazed at the fact that Farber clearly connected with everyone in the field, and ties the work together beautifully."―Steve Isaacs, Middle School Teacher of Video Game Design and Development
About the Author
Matthew Farber, EdD is a social studies teacher at Valleyview Middle School in Denville, New Jersey. He is also an adjunct instructor, Edutopia blogger, and cohost on Ed Got Game on the BAM Radio Network. Dr. Farber was a recipient of a Geraldine R. Dodge Teacher Fellowship, a Woodrow Wilson HistoryQuest Fellowship, and is a Certified BrainPOP Educator. He lives in New Jersey with his wife, Laura, son, Spencer, and playful Weimaraner dog, Lizzie. To learn more, visit: MatthewFarber.com.
Product details
- Publisher : Peter Lang Inc., International Academic Publishers; Revised edition (April 6, 2017)
- Language : English
- Paperback : 348 pages
- ISBN-10 : 1433135027
- ISBN-13 : 978-1433135026
- Item Weight : 1.15 pounds
- Dimensions : 6 x 0.75 x 8.75 inches
- Best Sellers Rank: #2,950,630 in Books (See Top 100 in Books)
- #1,587 in Language Experience Approach to Teaching
- #2,125 in Computers & Technology Education
- #2,315 in Lesson Planning for Educators
- Customer Reviews:
About the author
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Matthew Farber, Ed.D. is Associate Professor of Educational Technology at the University of Northern Colorado. He is also Codirector of the Gaming SEL Lab.. He has been invited to the White House, authored several books and papers, and has collaborated with UNESCO and Games for Change.
Customer reviews
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- Reviewed in the United States on May 5, 2017If you purchase one book about game-inspired learning, make it this one! Matthew Farber covers nearly every aspect of it in this densely (in a good way!) informative book! I'm extremely active in game-based learning, but I learned an incredible amount in this book, from new games I didn't know about to new approaches to integrating games into the classroom. At the end of every chapter, Farber includes a wealth of resources about games, lesson plans, and websites; I found myself stopping at the end of every chapter and opening my laptop to check out resources. I'll be spending the last few days of this school year having students play with some of these games and give me feedback for using them in class next year.
- Reviewed in the United States on April 28, 2017I've read many books on gamification and this one is unlike all of them...in a good way. The book is filled with practical and immediately applicable tips and lessons from some of the world's premiere minds on utilizing gamification in education. The variety of topics included in this book are amazing: Minecraft, GameLabs, Puzzles, Gamification and more. At the end of each chapter there are lesson plan ideas which are fantastic! This is a must have for anyone considering or currently using any type of games in the classroom.
- Reviewed in the United States on December 28, 2020Graduate student of education here and let me tell you: this book was a worth it for learning what NOT to do. I've taught for a number of years and I've read my share of "new trends in education" books. this is not one I will ever recommend.
The first few chapters are interesting about the history and theory of games. However, the vast majority of the book is advertisements to games (mostly digital) that have very little connections and ties to curricular educational goals (Never mind the the appropriate grade levels.) A quick search on Pinterest got me just as many results and I didn't have to pay through the nose.
Also, there is no quantitative or qualitative data to support his 300+ pages of claims. Do his theories work? Maybe, but with no evidence and not even a literature review, you can't be sure.
TL;DR: don't bother with it, unless you want to be continually frustrated.
- Reviewed in the United States on July 20, 2017Excellent, thorough resource.
- Reviewed in the United States on July 11, 2020I'm giving this a harsh review. I rarely write reviews yet literally purchase scores of books from amazon on a regular basis. There is some very useful information in this book if you are trying to educate yourself about the game design world. Hence the 2 stars. However, this is a very expensive book and yet the author seems to have not bothered to hire an editor. There are not just a couple typos here and there but this edition is rife with them. It becomes so distracting that I've actually given up and am not going to even try finishing the last two chapters. Moreover, the resources links listed at the end of each section are frequently broken. Despite this edition being relatively new, many of the organizations listed are now defunct in some way. Finally, the author's style is surprisingly juvenile for someone who teaches at a collegiate level. Throughout the book, he uses the same trope over and again e.g., "As so and so told me when I talked/interviewed him back in _____ [insert year/event/whatever]..." It's like grading middle school journalism assignments over and over again. If this book had been priced at $7.99, I would've still been irked but would not have bothered with this review. But at the price 40 some odd dollars it is just absurd and I'm angry that I was suckered into purchasing such publication of low quality.