Buch, Englisch, 290 Seiten, Format (B × H): 152 mm x 229 mm
Strategies to Foster Critical Thinking and Life Skills Across Disciplines
Buch, Englisch, 290 Seiten, Format (B × H): 152 mm x 229 mm
ISBN: 978-1-032-82936-4
Verlag: Taylor & Francis Ltd
Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.
Featuring a robust contributor team representing a range of institutions and disciplines, this guide provides detailed case studies and strategies to promote critical thinking, communication, problem-solving, teamwork, and even AI literacy. In a world in which ChatGPT and other generative AI technologies tempt students to take a passive route, the approaches in this book are designed to foster strategic planners and open-minded decision-makers.
By allowing students to gain knowledge through their choices, take responsibility for their learning, and expand and enrich their perspectives on diversity and empathy, this book equips college faculty and instructors with the tools they need to optimize real-world skill building.
Zielgruppe
Postgraduate and Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Berufliche Bildung Wirtschaftspädagogik, Berufspädagogik
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Universitäten, Hochschulen
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Lehrerausbildung
Weitere Infos & Material
Part 1: Gamification and 21st Century Life Skills
1. How Gamification Fosters Critical Thinking and Other Life Skills
Sierra Adare-Tasiwoopa ápi
2. Game on! How to Incorporate Games and Gamification in Education
Daisyane Barreto and Jeff Ertzberger
3. Becoming an Influencer: Digital Badges and Leaderboards Incentivize Life Skills
Zarah Gayrama-Borines
Part 2: Storytelling and Escape Rooms
4. I Spy the Solution: A Meta Approach to Escape Room Design
Laura Geringer, Maddie Shellgren, Cody House, et al.
5. Enhancing Learning Experiences Through Storytelling and Immersive Media
Drew Santorello
6. Elevate Empathy While Solving Problems: The Importance of the Scenario and Characters in Gamification
Sierra Adare-Tasiwoopa ápi
7. Time’s Running Out! Escape Rooms that Promote Time Management and Cognition
Debra Luken and Florence W. Williams
8. To Escape You Must Communicate: A Mystery
Patricia Nill
9. Life Happens When a Case Study Gets Locked in an Escape Room
Dawn Taylor
10. Nailed It or Not: Failure is Part of the Fun
Jennifer Culver
Part 3: Choose Your Own Path Games
11. Which Way Do I Go? Branching Case Studies Champion Decision-Making
Kinsey Wright and Lori Navarrete
12. Piecing the Puzzle Together: Conditional Release Mysteries
Adam Davi and Dorothy Loftin
Part 4: Role-Playing
13. High-Stakes Adaptability in a Gamified Role-Play Simulation with ChatGPT
Lynn Wahl
14. Let’s Role-Play: Critical Thinking Scenarios for the Classroom
Vanessa Mari and Rachel S. G. Bower
15. Tip of the Tongue: Incorporating Gamification to Bolster Real-World Interventions
Sheri Bayley
16. It’s AI, My Dear Watson!: An AI Literacy Sleuthing Game
Sierra Adare-Tasiwoopa ápi
Part 5: Gamify with Existing Games
17. Building From the Ground Up Takes Quick Thinking and Teamwork
Toni Picker and Celine Greene
18. From Case Studies to Game-Based Learning: Enhancing Ethical Sensitivity in Education
Kelly Richmond Pope and Roni Jackson
19. Pitch and Switch: Just How Adaptable are You?
Brianne Taormina-Barrientos and Liz Galvez
20. What Happens When the Ends Don’t Meet? A Poverty Simulation to Teach About Poverty
Jessica Limbrick
21. Empower Tomorrow’s Leaders by Time Traveling to the Ancient World
Robert Stephan
22. Far from Trivial: The Benefits of Using TriviaMaker to Engage and Motivate Students
Chris Pilgrim and Michael Breazeale
23. BINGO! for Critical Thinking
Brenda Bien
Part 6: Semester-Long Gamification
24. Choose Your Own Learning Adventure: Designing for Student Motivation and Strengthening Life Skills
Chris Babits and Travis N. Thurston
25. The Senate’s Ethics Committee: A Course Narrative Promoting Decision-Making and Empathy
Nathan K. Silva
26. Scavenger Hunt for Cultural Artifacts: Fully Gamifying a Course
Roxanne Claire Farrar
27. A Collaborative Journey in Gamifying a Graduate-Level Course
Ashley Caudill and Anne Jewett
28. Conclusion
Sierra Adare-Tasiwoopa ápi