Non-Fiction Books:

Acquiring 21st Century Literacy Skills Through Game-Based Learning

Click to share your rating 0 ratings (0.0/5.0 average) Thanks for your vote!

Format:

Hardback
$1337.00
Releases

Pre-order to reserve stock from our first shipment. Your credit card will not be charged until your order is ready to ship.

Available for pre-order now
Free Delivery with Primate
Join Now

Free 14 day free trial, cancel anytime.

Buy Now, Pay Later with:

4 payments of $334.25 with Afterpay Learn more

6 weekly interest-free payments of $222.83 with Laybuy Learn more

Pre-order Price Guarantee

If you pre-order an item and the price drops before the release date, you'll pay the lowest price. This happens automatically when you pre-order and pay by credit card or pickup.

If paying by PayPal, Afterpay, Laybuy, Zip, Klarna, POLi, Online EFTPOS or internet banking, and the price drops after you have paid, you can ask for the difference to be refunded.

If Mighty Ape's price changes before release, you'll pay the lowest price.

Availability

This product will be released on

Delivering to:

It should arrive:

  • 7-14 June using International Courier

Description

Game-based pedagogy is gaining significant momentum among global educators, especially with Covid-19 more post-secondary and K-12 institutions have resorted to e-learning but often find issues with student engagement. Game-based pedagogy uses games for achieving learning outcomes, can be digital and non-digital and can promote deep meaningful learning.There is a misconception among some educators that digitized learning or game-based pedagogy means using technology, such as an iPad, SmartScreen, or computers in the classroom as a tool for project level student work. Other misconceptions occur when educators use video games to encourage students on a reward system by allowing them to play games at the end of week of traditional learning. Game-based pedagogy and digital pedagogy is a mindset change. Games have been proven to have a positive outcome on cognitive processes. This book examines the use of game-based learning to produce more engaged learning among students, especially boys. This subject area and themes presented in this edited book are of high interest to educators in K-12 levels, academicians, and researchers around the world. Game-based pedagogy is of interest specifically in schools and higher education but there is also a potential for interest from the global Ministries of Education and in institutions that deliver content for professional practitioners.

Author Biography:

Carol-Ann Lane has a Ph.D. in curriculum and applied linguistics, with a cross-disciplinary focus on science & innovation, multiliteracies, gender, and behavioral sciences. She has conducted Canadian studies about biotechnology among teacher candidates. Her master thesis examined impacts of distance learning on cognition and behaviors in higher education. Carol-Ann has taught elementary and secondary divisions for over 7 years and more than 4 years in university settings at the post-graduate level. She is the editor of an international book to be published in 2021-22, she is co-authoring a number of articles, she has published three chapters in 2019-20 (sole author) in global university based research handbooks, and 13 sole-authored peer-reviewed journal articles. She is currently working on a series of creative nonfiction books. In the past years at UWO and UofT, Carol-Ann's faculty roles included research committee member for program planning, and implementing an online course program for the Professional Education Doctorate degree; and a research committee member such as Online Teaching and Learning Group by collaborating and improving online pedagogy for higher education.
Release date NZ
May 31st, 2024
Audience
  • Professional & Vocational
Contributor
  • Edited by Carol-Ann Lane
Pages
430
ISBN-13
9781799872719
Product ID
36402337

Customer previews

Nobody has previewed this product yet. You could be the first!

Write a Preview

Help & options

Filed under...