A Guide For Using Loser In The Classroom


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A Guide for Using Loser in the Classroom


A Guide for Using Loser in the Classroom

Author:

language: en

Publisher: Teacher Created Resources

Release Date: 2008-05


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Each book in this series is a guide for using a well-known piece of literature in the classroom. Included are sample plans, author information, vocabulary-building ideas, and cross-curricular activities. At the Intermediate and Challenging levels, sectional activities and quizzes, unit tests, and ideas for culminating and extending the novel are also included.

Loser


Loser

Author: Jerry Spinelli

language: en

Publisher: Harper Collins

Release Date: 2009-10-13


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From renowned Newbery-winning author Jerry Spinelli comes a powerful story about how not fitting in just might lead to an incredible life. This classic book is perfect for fans of Gordon Korman and Carl Hiaasen. Just like other kids, Zinkoff rides his bike, hopes for snow days, and wants to be like his dad when he grows up. But Zinkoff also raises his hand with all the wrong answers, trips over his own feet, and falls down with laughter over a word like "Jabip." Other kids have their own word to describe him, but Zinkoff is too busy to hear it. He doesn't know he's not like everyone else. And one winter night, Zinkoff's differences show that any name can someday become "hero." With some of his finest writing to date and great wit and humor, Jerry Spinelli creates a story about a boy's individuality surpassing the need to fit in and the genuine importance of failure. As readers follow Zinkoff from first through sixth grade, it becomes impossible not to identify with and root for him through failures and triumphs. The perfect classroom read.

A Guide to Designing Curricular Games


A Guide to Designing Curricular Games

Author: Janna Jackson Kellinger

language: en

Publisher: Springer

Release Date: 2016-10-19


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This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.