Gamify Literacy: Boost Comprehension, Collaboration and Learning
(eBook)
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Michele Haiken., & Michele Haiken|AUTHOR. (2017). Gamify Literacy: Boost Comprehension, Collaboration and Learning . International Society for Technology in Education.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Michele Haiken and Michele Haiken|AUTHOR. 2017. Gamify Literacy: Boost Comprehension, Collaboration and Learning. International Society for Technology in Education.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Michele Haiken and Michele Haiken|AUTHOR. Gamify Literacy: Boost Comprehension, Collaboration and Learning International Society for Technology in Education, 2017.
MLA Citation, 9th Edition (style guide)Michele Haiken, and Michele Haiken|AUTHOR. Gamify Literacy: Boost Comprehension, Collaboration and Learning International Society for Technology in Education, 2017.
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Grouping Information
Grouped Work ID | 1cfe8226-c09d-9a23-1bb0-26e1f2ab8035-eng |
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Full title | gamify literacy boost comprehension collaboration and learning |
Author | haiken michele |
Grouping Category | book |
Last Update | 2022-10-05 20:50:18PM |
Last Indexed | 2024-04-27 02:43:52AM |
Book Cover Information
Image Source | hoopla |
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First Loaded | Jan 28, 2023 |
Last Used | Jul 26, 2023 |
Hoopla Extract Information
stdClass Object ( [year] => 2017 [artist] => Michele Haiken [fiction] => [coverImageUrl] => https://cover.hoopladigital.com/csp_9781564846235_270.jpeg [titleId] => 12275961 [isbn] => 9781564846235 [abridged] => [language] => ENGLISH [profanity] => [title] => Gamify Literacy [demo] => [segments] => Array ( ) [pages] => 176 [children] => [artists] => Array ( [0] => stdClass Object ( [name] => Michele Haiken [relationship] => AUTHOR ) ) [genres] => Array ( [0] => Computers & Technology [1] => Education [2] => Science & Technology [3] => Standards (incl. Common Core) [4] => Teaching ) [price] => 1.99 [id] => 12275961 [edited] => [kind] => EBOOK [active] => 1 [upc] => [synopsis] => Literacy is at the heart of education, and what better way to teach this important subject than through the motivational techniques built into gamification? With Gamify Literacy, teacher Michele Haiken brings together top educators and gaming professionals to share gamification strategies, demonstrating how teachers can use gaming tools and activities to improve literacy and content learning. This friendly, accessible guide provides classroom educators and tech coaches with tips and inspiration on how to apply gaming techniques to improve literacy and deepen student collaboration and critical thinking. This book includes: tips for implementing gaming techniques to engage and motivate students; a fun and engaging design to complement a game-based approach to learning; and examples that can easily be modified for different grade levels. [url] => https://www.hoopladigital.com/title/12275961 [pa] => [subtitle] => Boost Comprehension, Collaboration and Learning [publisher] => International Society for Technology in Education [purchaseModel] => INSTANT )