Board Games in the CLIL Classroom

Board Games in the CLIL Classroom
Title Board Games in the CLIL Classroom PDF eBook
Author Thomai Alexiou
Publisher Walter de Gruyter GmbH & Co KG
Total Pages 272
Release 2023-12-18
Genre Language Arts & Disciplines
ISBN 3110997258

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The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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
Total Pages 584
Release 2019-11-18
Genre Education
ISBN 0359984010

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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.

Libraries Got Game

Libraries Got Game
Title Libraries Got Game PDF eBook
Author Brian Mayer
Publisher American Library Association
Total Pages 145
Release 2010
Genre Language Arts & Disciplines
ISBN 0838910092

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A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.

Teaching English: 44 Games and Activities for an Active Classroom

Teaching English: 44 Games and Activities for an Active Classroom
Title Teaching English: 44 Games and Activities for an Active Classroom PDF eBook
Author L. Houghton
Publisher
Total Pages 90
Release 2017-06-29
Genre
ISBN 9781521501290

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About this bookThere are a vast array of methodologies and theories swirling around the EFL industry these days, from CLIL to TBLT to PPP to a hundred other acronyms.This is not a book about these.Within this book you will find a collection of 44 activities that can be used within any classroom. While most often communicative in nature, this collection was not formed with only the communicative-based lesson in mind.Instead, these are activities that can be used as warm-ups, reviews, or adapted to fit in with different stages of a lesson plan. Their aim is to provide EFL teachers with ways to make their classroom enjoyable, and to leave students with a positive impression of a class that makes them want to return.The activities have not been divided into skills-based categories, and in fact depending on how the activity is carried out the skills focus may well change.The activities have also not been divided into age-ranges or ability levels, and again, most can be adapted to suit any level and age.Instead, the activities have been divided into where the focus of the activity is carried out in the classroom; whether the activity is based around groups at tables, at the board, moving around the classroom, standing in circles, or using a smart-board or projector. Each activity has a number of adaptations and variations described along with it.This may be an unusual approach, but this collection was written with teachers who already have a good grasp of language-teaching in mind, and are looking for fun, easy-to-prepare activities to regulate the flow and energy levels of a class.

Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning
Title Proceedings of the 17th European Conference on Game-Based Learning PDF eBook
Author Ton Spil
Publisher Academic Conferences and publishing limited
Total Pages 950
Release 2023-10-05
Genre Education
ISBN 1914587898

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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

A Board Game Education

A Board Game Education
Title A Board Game Education PDF eBook
Author Jeffrey P. Hinebaugh
Publisher R&L Education
Total Pages 232
Release 2009-07-16
Genre Education
ISBN 1607092611

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A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.

Cooperative Games in Education

Cooperative Games in Education
Title Cooperative Games in Education PDF eBook
Author Suzanne Lyons
Publisher Teachers College Press
Total Pages 255
Release 2022
Genre Education
ISBN 080778088X

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Cooperative Games in Education is the first comprehensive guide to the world of cooperative play and games for preK–12 learning. It includes a thorough pedagogical rationale and guidelines for practice, a survey of related research and scholarship, engaging anecdotes, illustrations, historical background, and an array of sample games to try. In cooperative games, players win or lose together, sharing the experience of fun and challenge. No one can be eliminated in a cooperative game. What is eliminated is us-versus-them perception and zero-sum thinking. When students come to see each other as allies, rather than rivals, there are profound interpersonal effects that enhance community, inclusion, and a positive classroom climate where all can learn and thrive. This accessible, lively resource explains the value of cooperative games with guidance to help teachers use them for maximum social-emotional and academic benefit. Cooperative Games in Education will also interest the broader community of administrators, therapists, school psychologists, game designers, child-care providers, and others who care for children and need tools that foster healthy development, positive relationships, and joy. Book Features: Discussion of relevant research and theory.Best practices for choosing and facilitating cooperative games, including how to integrate them into any curriculum, guide post-game reflection, and convert traditional competitive games to cooperative ones. A full chapter of educational cooperative games correlated to their educational purpose.Discussion of some of the most salient applications of cooperative games, such as social-emotional learning, academic subject-area instruction, cooperative learning, trauma-sensitive practice, bullying prevention, early childhood education, and more.User-friendly features such as questions for reflection, end-of-chapter games, charming author-generated illustrations, and classroom vignettes. A synthesis of interdisciplinary scholarship that includes the work of Montessori, Piaget, Froebel, and Dewey, as well as perspectives from neuroscience and evolutionary biology. The fascinating history of cooperative games, from their origin as a tool for peace education to their current role as a pop-culture entertainment phenomenon.