Gaming Sel
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Gaming SEL
"Games have the potential to impact children's well-being in a variety of positive ways, whether it's social modeling or mood management. Games can help children practice emotions free from actualized consequences. In many games, players can perspective-take through digital avatars. Other games break down learning into mechanical steps. Emerging neuroscience research suggests that social and emotional learning (SEL) skills are, in fact, teachable. When integrated into classrooms, games can provide rich opportunities for social and emotional skill development. Students can be presented with challenges that engage them in applying skills and knowledge about self-awareness, social awareness, and responsible decision-making. But games themselves cannot be responsible for children's learning. Having supportive educators and caregivers guiding the experience can be crucial. In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice. This book also includes recommendations for embedding games in classrooms in ways that support social and emotional growth. Regardless of your experience, content-area discipline, or grade level, this book is for you!"--
Gamification in the RhetComp Curriculum
Author: Christopher McGunnigle
language: en
Publisher: Vernon Press
Release Date: 2023-01-17
Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.