- Series: New Literacies and Digital Epistemologies (Book 80)
- Paperback: 238 pages
- Publisher: Peter Lang Inc., International Academic Publishers; New edition edition (December 29, 2017)
- Language: English
- ISBN-10: 1433144743
- ISBN-13: 978-1433144745
- Product Dimensions: 5.9 x 0.7 x 8.7 inches
- Shipping Weight: 12.3 ounces (View shipping rates and policies)
- Average Customer Review: 3 customer reviews
- Amazon Best Sellers Rank: #1,593,028 in Books (See Top 100 in Books)
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Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games (New Literacies and Digital Epistemologies) New edition Edition
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From the Publisher
Includes a Foreword by James Paul Gee
'Lots of teachers tell me they want to get into game-based teaching and learning. Then they me ask how they can start. I always tell them, don’t do it alone; find a group of other teachers who are making things happen on their own and join them. Now when teachers ask me how and where they can start, I can, thankfully, say: Well, there’s finally a manual. This book is it.'
Figure 8.1. Elements of gameful learning (Holden et al., 2014, p. 185).
Aside from sharing resources, this book contains authentic teaching strategies from expert educators.
There is a lot of game analysis, too!
- Some games observed were digital, while others were tabletop.
- Games were sometimes pervasive—taking place beyond screens and game boards. And, in some cases, students had opportunities to create games.
Structure of This Book
This book is a deep dive into the praxis of teachers in The Tribe—those whose everyday pedagogy engage students with games. It is divided into 3 parts.
- Part I is about The Tribe—the moniker educator Peggy Sheehy gave to this particular community.
- Part II is a close look into Darvasi, Isaacs, and Sheehy’s classrooms.
- Finally, Part III analyzes the data from those three classrooms, and then synthesizes it with conversations from more members in this affinity group.
- Includes a summary of each chapter.
Bioshock | Bloxels | Call of Duty | Civilization | Colonization |
Dark Age of Camelot | Democracy 3 | Destiny | Disney Infinity.
Do I Have a Right? | Elder Scrolls V: Skyrim | Floors | Gamestar Mechanic Gone Home | Halo | Her Story | If You Can | Infamous | Journey.
Kerbal Space Program | Kinect Adventure | LawCraft | Little Big Planet.
The Lord of the Rings Online | Mario Maker.
Mars Generation One: Argubot Academy | Mavis Beacon Teaches Typing The Migrant Trail | Minecraft | Mission US | Myst | Newton’s Playground Pac-Man | Pokémon GO | Portal 2 | Project Spark | Quandary.
Quest Atlantis | Ratio Rancher | Responsibility Launcher | RockBand.
Rome II: Total War | SimCityEDU: Pollution Challenge! | The Sims.
Starcraft II | Super Mario Bros | This War of Mine | Walden, a Game.
The Walking Dead | Win the White House | World of Lexica | World of Warcraft | Zoombinis.
Apples to Apples | The Blind Protocol | Dungeons & Dragons.
Finding the Journal of Odysseu | Fluxx.
Forbidden Island | Galactic Mappers |Guillotine | HedBanz | Jeopardy!
Magic: The Gathering | Metagame | Monopoly.
One Night Ultimate Werewolf | Pokémon | Rock-paper-scissors.
Scrabble | Socratic Smackdown | Survive and Thrive | Taboo |
The Ward Game.
The Author with featured members of The Tribe
Member of The Tribe featured in this book:
- Paul Darvasi—English and media studies teacher in Toronto, Canada.
- Peggy Sheehy—Middle school humanities teacher in Suffern, New York.
- Steve Isaacs—Video game design and development teacher in New Jersey.
Meet The Tribe
The Tribe is an affinity group of true practitioners, an affiliation of teachers that evolved to become a thriving community of practice.
When you speak to leaders in game-based learning communities, you may hear about how education can be transformed by the play games afford. When observed in the classroom, these transformational teacher-leaders lead from behind, as foot soldiers, putting their expertise into practice.
“Game-Based Learning in Action by Matthew Farber is an excellent and timely book. It offers fresh and imaginative solutions that are all too rare in charting the future of American education. By documenting an innovative tribe of remarkable teachers who have proven, compelling ways to use games to revolutionize twenty-first century teaching, learning and assessment, Farber has done the field a real service. Chock full of practical insights on ways to catalyze the ‘playful learning movement’ the book delivers the passion, knowledge and ‘game plan’ of the real heroes who can, if given a shot, transform America’s classrooms.”―Michael Levine, Founder and Executive Director of the Joan Ganz Cooney Center at Sesame Workshop
“If you want to become an expert on games for learning, I know no better way than Game-Based Learning in Action. It makes research accessible, and is full of thoughtful case studies on exemplary games as well as great advice about how to integrate all of it into a classroom. It is rare to find a book that is great for researchers, game designers, and teachers, but here it is!”―Jesse Schell, CEO Schell Games, and Distinguished Professor of Entertainment Technology at Carnegie Mellon University
“Following a group of innovative tech-savvy teachers, Matthew Farber unearths a close-knit tribe of passionate educator-scholars actively using games in their classrooms. This community applies scholarly research on game-based learning to their own teaching and presents their results at academic conferences and teacher workshops. Farber’s book introduces you to the teachers, the tools, and their techniques, and ties it together with current cutting-edge research. At the end of each chapter you’ll find yourself excited to dive into an overflowing toolbox of techniques to try, games to play, and papers to read. Farber covers a vast landscape, pulling resources together and presenting them to you in a thorough and easy to follow format. Press start!” ―Mark DeLoura, Engineer, Game Developer, Former Senior Advisor for Digital Media in the White House Office of Science and Technology Policy
“Matthew Farber’s book sheds a fascinating light on a dispersed group of educators who bring radical educational practices into conventional settings. More importantly, this book portrays how this small but effective global community supports one another, both personally and professionally, and provides the foundation required to integrate games-based learning into on-going coursework. For those new to games-based learning, Farber shows us how classroom learning can be transformed when educators work together to understand their students then design curriculum that speaks to their passions.”―Barry Joseph, Associate Director for Digital Learning at the American Museum of Natural History
About the Author
Matthew Farber, Ed.D. is an Assistant Professor in the Technology, Innovation, and Pedagogy program at the University of Northern Colorado. His research is at the intersection of teacher education, learning technologies, and game-based learning. Dr. Farber has been invited to the White House, and he has been interviewed about games and learning by NPR, Fox News Radio, USA TODAY and The Wall Street Journal. He is also an Edutopia blogger, a Certified BrainPOP Educator, and he is in the iCivics Educator Network. His first book, Gamify Your Classroom: A Field Guide to Game-Based Learning -- Revised Edition features a foreword from USA TODAY's Greg Toppo. He is the also co-editor of The Game Jam Guide (Carnegie Mellon University: ETC Press, 2017). His newest book, Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games (Peter Lang, in production), has a foreword from James Paul Gee. To learn more, visit: MatthewFarber.com.
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Whether you are new to game based learning practices or experienced, this book will help augment your understanding of the ludic pedagogy. The author does a great job showing how inclusive the community of "The Tribe" is, and how they use that inclusivity to improve their practice around the world. It also uses a combination of anecdotes and research to make a very readable overview of game based learning in the classroom. It covers just about every angle and subject area, and the index makes it a breeze to use it as a reference text when you are looking for particular information.
If you want to learn more about the power of games in the classroom, read this now!