An Educator's Guide to Using Minecraft® in the Classroom

An Educator's Guide to Using Minecraft® in the Classroom
Title An Educator's Guide to Using Minecraft® in the Classroom PDF eBook
Author Colin Gallagher
Publisher Peachpit Press
Total Pages 289
Release 2014-10-08
Genre Games & Activities
ISBN 0133858022

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Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.

Minecraft in the Classroom

Minecraft in the Classroom
Title Minecraft in the Classroom PDF eBook
Author Shane Asselstine
Publisher Pearson Education
Total Pages 289
Release 2015
Genre Computers
ISBN 0133858014

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"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms
Title TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms PDF eBook
Author Seann Dikkers
Publisher Lulu.com
Total Pages 166
Release 2015
Genre Education
ISBN 1312832568

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Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you'd expect. "

Minecraft in the Classroom

Minecraft in the Classroom
Title Minecraft in the Classroom PDF eBook
Author Collin Gallagher
Publisher
Total Pages
Release 2014
Genre Learning, Psychology of
ISBN 9780133991048

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Offers essential advice and captivating projects for using Minecraft to enhance students' learning experience. Learn how educators are using Minecraft as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

Digital Games and Language Learning

Digital Games and Language Learning
Title Digital Games and Language Learning PDF eBook
Author Mark Peterson
Publisher Bloomsbury Publishing
Total Pages 253
Release 2021-03-25
Genre Language Arts & Disciplines
ISBN 1350133027

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Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

From Video Games to Real Life

From Video Games to Real Life
Title From Video Games to Real Life PDF eBook
Author Mary L. Gazdik
Publisher Bloomsbury Publishing USA
Total Pages 129
Release 2016-09-19
Genre Language Arts & Disciplines
ISBN 1440843791

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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
Title Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities PDF eBook
Author Costello, Robert
Publisher IGI Global
Total Pages 205
Release 2020-04-10
Genre Education
ISBN 1799820815

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A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students