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BOOK

Gamify literacy : boost comprehension, collaboration and learning

Haiken, Michele - Personal Name;

Contents: School research goes galactic / Sheena Kelly -- Larps for learning : live action role play / Aaron Vanek -- Building games as literary text / Kip Glazer -- Gamifying culinary arts / Tisha Richmond -- Game on : how a non-gamer learned to gamify her classroom / Carrie Baughcum -- Scavenger hunts / Rachelle Dene Poth -- Amazing race challenge / Michele Haiken -- Classcraft / Travis Phelps -- Interview with Shawn Young, Classcraft CEO & co-founder -- Sydney's world / Ivan Kaltman -- MinecraftEDU and World War I / Robert Daly -- Adventure quests / Michele Haiken -- Grudge Ball / Kristie Orlando Bengali -- Boss battles / Michele Haiken -- Head of the class : designing effective leaderboards for gamified learning environments / Chris Hesselbein -- Badges for motivation and learning assessment practices / Angela Elkordy -- Unlocked : 10 easy steps to motivate students using badges / MJ Linane -- Get the best from gamification (and avoid the worst) / Scott Garrigan -- Appendix A: ISTE standards for students.


Availability
# GKL Bekasi
Loanable
In Place
Detail Information
Series Title
-
Call Number
RC 372.6044 Hai g
Publisher
: International Society for Technology in Education (ISTE)., 2017
Collation
xi+142p; 23cm
Language
English
ISBN/ISSN
978-1-56484-386-9
Classification
300
Content Type
-
Media Type
-
Carrier Type
-
Edition
-
Subject(s)
# Literacy - Study and teaching.; Language arts - Correlation with content subjects; Reading comprehension; Video games in education
Specific Detail Info
-
Statement of Responsibility
Michele Haiken (Ed.)
Other version/related

No other version available

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No Data
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