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Gamify Literacy

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Description

Gamify Literacy

Boost Comprehension, Collaboration and Learning

By Michele Haiken


ISBN: 9781564843869

Published: April 2017

Length: 176 pages

Table of Contents

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“An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you’re looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out.” -- Michael Karlin, EdTech Roundup

 

“This text will inform and spark ideas. VERDICT: Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula.” -- School Library Journal

 

This friendly, accessible guide offers tips and inspiration on how to apply gamification techniques to improve literacy and deepen student collaboration and critical thinking.

 

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 game-based tools and activities to improve literacy and content learning.

 

This book includes: 


  • Tips for implementing gamification techniques to engage and motivate students.
  • Fun and engaging design to complement a game-based approach to learning.
  • Examples that can easily be modified for different grade levels. 

By exploring the techniques discussed in these pages, you will see the power of building a fully immersive learning environment for your students and can begin infusing these inspirational approaches into your classroom design.


Audience: K-12 language arts teachers, tech coaches


About the Author


Michele Haiken is a literacy teacher at Rye Middle School and an adjunct professor at Manhattanville College. She is also a frequent speaker and a contributor to the ISTE book Teaching Literacy in the Digital Age. For Gamify Literacy, Haiken collaborated with a range of game and literacy experts, including top game developers, teachers, librarians and technology coordinators.