Sarah Pavey. -- Facet Publishing, -- 2021, --

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多摩 児童研究外国語 児童研究洋図書 FK/017.0/1/2021 7115974918 配架図 Digital BookShelf
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ISBN 1783305339 (paperback)
ISBN13桁 9781783305339 (paperback)
無効なISBN等 9781783305353 (pdf)
テキストの言語 英語                  
分類:NDC10版 017
個人著者標目 Pavey, Sarah.
本タイトル Playing games in the school library :
タイトル関連情報 developing game-based lessons and using gamification concepts /
著者名 Sarah Pavey.
出版地・頒布地 London :
出版者・頒布者名 Facet Publishing,
出版年・頒布年 2021,
数量 xix, 171 pages ;
大きさ 24 cm.
書誌注記 Includes bibliographical references and index.
内容注記 Cover -- Title Page -- Copyright -- Contents -- Acknowledgements -- Abbreviations -- Foreword -- Introduction -- 1 How Do We Know Game-Based Learning is an Effective Approach to Teaching and Learning? -- Defining game-based learning and gamification -- The psychology of teaching and learning using games -- Pedagogical considerations in game design -- 2 Developing Emotional and Social Skills Through Game-Based Learning -- Game-based learning in practice - some considerations -- The student who is disengaged with learning -- The student who is afraid of failure -- The student with English as an additional language -- The student with dyspraxia -- The autistic student -- The competitive student -- The shy student -- The student with low self-esteem -- 3 Simple Slide-Based Games -- Reveal and disappear slide games -- Slide games using motion pathways -- Motivation through using slides based on commercial game ideas -- Constructivist approaches to simple slide-based games -- Modification and redefinition with slide-based games -- 4 Digital Games -- Video games -- Computer coding games -- Games using a library management system -- Social media games -- Games using smart device apps -- Designing digital games using commercial templates -- 5 Physical Games -- How do we know if a physical game will be successful? -- Games using everyday and commercial artefacts -- Quiz games -- Card-based games -- Board (table-top) games -- 6 Mixed Media Games -- Games using auditory learning -- Games mixing physical play with simple computer programs -- Games using visual learning -- Games using mixed reality -- 7 Active Learning and Live Games -- Games involving movement as a motivator for engagement and cognition -- Games for practising communication skills and enquiry -- Games to promote skills in empathy and perspective -- Games requiring problem-solving skills -- 8 Gamification -- The psychology of gamification -- Pros and cons of reward schemes -- Gamification design -- Reading schemes based on gamification -- Using gamification in enquiry work and for information literacy -- 9 The Impact Game-Based Learning and Gamification Approaches in the Library can have on the School Community -- The importance of creating impact within the school community -- Game-based learning and gamification for promotion of library resources and services beyond the curriculum -- Sharing game ideas with other schools -- 10 Working with Teachers, Senior Leaders and Parents Using Game-Based Learning and Gamification Techniques -- Collaborating with teaching staff in a game-based approach to learning -- Collaborating with senior leaders in a game-based approach to learning -- Collaborating with the wider community and parents in a game-based approach to learning -- References -- Index.
要約、抄録、注釈等 The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.
一般件名 Educational games.
School libraries.
資料情報1 『Playing games in the school library : developing game-based lessons and using gamification concepts /』 Sarah Pavey. Facet Publishing, 2021, (所蔵館:多摩  請求記号:FK/017.0/1/2021  資料コード:7115974918)
URL https://catalog.library.metro.tokyo.lg.jp/winj/opac/switch-detail.do?lang=ja&bibid=1352058405