Level Up Your Classroom The Quest To Gamify Your Lessons And Engage Your Students

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Level Up Your Classroom

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Lesson Imaging in Math and Science

From respected voices in STEM education comes an innovative lesson planning approach to help turn students into problem solvers: lesson imaging. In this approach, teachers anticipate how chosen activities will unfold in real time—what solutions, questions, and misconceptions students might have and how teachers can promote deeper reasoning. When lesson imaging occurs before instruction, students achieve lesson objectives more naturally and powerfully. A successful STEM unit attends to activities, questions, technology, and passions. It also entails a careful detailed image of how each activity will play out in the classroom. Lesson Imaging in Math and Science presents teachers with A process of thinking through the structure and implementation of a lesson A pathway to discovering ways to elicit student thinking and foster collaboration An opportunity to become adept at techniques to avoid shutting down the discussion—either by prematurely giving or acknowledging the “right” answer or by casting aside a “wrong” answer Packed with classroom examples, lesson imaging templates, and tips on how to start the process, this book is sure to help teachers anticipate students’ ideas and questions and stimulate deeper learning in science, math, engineering, and technology.