Educator’s Guide to Designing Games and Creative Active-Learning Exercises

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6-12
A01=Joe Bisz
A01=Victoria L. Mondelli
adolescent
Age Group_Uncategorized
Age Group_Uncategorized
asynchronous
Author_Joe Bisz
Author_Victoria L. Mondelli
automatic-update
Bloom's Taxonomy
brainstorming
Category1=Non-Fiction
Category=JNDG
Category=JNKC
Category=JNV
classroom
collaborative
college
content area
COP=United States
curriculum
debates
Delivery_Delivery within 10-20 working days
disciplinary
education
engaging
environment
eq_isMigrated=2
eq_non-fiction
eq_society-politics
extrinsic intrinsic reward
fun
Game-based instruction
gamification
gamifying
goals
homeschool
interactive
Language_English
lessons
manipulatives
mechanics
middle high schools
nondigital activities
PA=Available
pedagogy
playful
power point
practice
Price_€100 and above
professional development
PS=Active
puzzles
role-playing
secondary
softlaunch
student engagement
synchronous
teachers
teaching
training
trivia questions

Product details

  • ISBN 9780807767733
  • Weight: 572g
  • Dimensions: 162 x 235mm
  • Publication Date: 24 Mar 2023
  • Publisher: Teachers' College Press
  • Publication City/Country: US
  • Product Form: Hardback
  • Language: English
Delivery/Collection within 10-20 working days

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Every educator’s imaginative instincts will be guided by this book’s practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors’ six accessible ALLURE steps:

Ask where to apply the play.

List the mental moves.

Link the mental moves to the play.

Understand how the learning principles operate.

Run the activity-game.

Evaluate the learner experience.

Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates that will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles in discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors’ extensive experiences running professional development workshops, this guide has been frequently requested by classroom teachers, college instructors, librarians, and instructional designers. While examples are all drawn from secondary and higher education environments, the ALLURE method is also being used in workshops with elementary-level teachers, including homeschool instructors; business trainers; and digital and analogue game designers.

Book Features:

  • Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games.
  • Written in the language of instructional design, so advanced knowledge about games or technology is not required.
  • Provides creative instructional techniques that will boost student engagement for both in-person and online instruction.
  • Includes more than two dozen original illustrations and designs to aid understanding.
  • Addresses the need for accessible, inclusive learning environments.

To obtain a set of flashcards that summarize the book’s concepts, or to read about other resources, see the authors’ website: http://allureofplay.com.

Joe Bisz is an associate professor in the English Department at the City University of New York. Victoria L. Mondelli is founding director of the University of Missouri’s Teaching for Learning Center, and an assistant teaching professor in the Department of Educational Leadership and Policy Analysis, College of Education and Human Development.

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