- Series: New Literacies and Digital Epistemologies (Book 71)
- Paperback: 263 pages
- Publisher: Peter Lang Inc., International Academic Publishers; 1st New edition edition (December 23, 2014)
- Language: English
- ISBN-10: 1433126702
- ISBN-13: 978-1433126703
- Product Dimensions: 5.9 x 0.9 x 8.8 inches
- Shipping Weight: 14.4 ounces (View shipping rates and policies)
- Average Customer Review: 4.3 out of 5 stars See all reviews (11 customer reviews)
Amazon Best Sellers Rank:
#472,122 in Books (See Top 100 in Books)
- #149 in Books > Education & Teaching > Schools & Teaching > Curriculum & Lesson Plans > Lesson Planning
- #265 in Books > Education & Teaching > Schools & Teaching > Education Theory > Experimental Methods
- #483 in Books > Education & Teaching > Higher & Continuing Education > Adult & Continuing Education
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Gamify Your Classroom: A Field Guide to Game-Based Learning (New Literacies and Digital Epistemologies) 1st New edition Edition
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«Walk into Matthew Farber’s middle school classroom and you’ll meet students who consider themselves beta testers of innovative learning experiences. You’ll see an inspired teacher who understands how to combine cutting-edge game mechanics with instructional strategies like project-based learning. I haven’t had the pleasure of that classroom visit just yet, but reading ‘Gamify Your Classroom’ is the next best thing. Farber, as author, shares his own journey into understanding the power of games for learning. He invites readers along as he interviews experts and learns from those on the frontiers of this exciting space. Then he brings us back to the magic circle of the classroom, where games create teachable moments for engaged, inspired learners.» (Suzie Boss, Author of ‘Bringing Innovation to School’; national faculty member, Buck Institute for Education)
«‘Gamify Your Classroom’ is a clear-headed dissection of the semantic muddle and self-serving hype surrounding game-based learning and gamification. Meticulously researched and featuring insights from a host of educators and game designers, as well as his own enthusiastic adventures in the classroom, Matthew Farber’s book is an impressive primer, revealing what works and what doesn’t out here on education’s exciting new frontier.» (Lee Sheldon, Author of ‘The Multiplayer Classroom’; Associate Professor in the Department of Communication and Media Games and Simulation Arts and Sciences at Rensselaer Polytechnic Institute)
About the Author
Matthew Farber teaches social studies at Valleyview Middle School, in Denville, New Jersey. He is a blogger for Edutopia and KQED/MindShift, a member of the GlassLab Teacher Network, and has playtested for the Institute of Play and BrainPOP. He is a past recipient of a Geraldine R. Dodge Teacher Fellowship, which sent him on an Earthwatch expedition, and the North Jersey Director for the New Jersey Council of the Social Studies. Mr. Farber holds a Master's Degree in Educational Technology from New Jersey City University, where he is currently an Educational Technology Leadership Doctoral Candidate. He lives in New Jersey with his wife, Laura, son, Spencer, and Weimaraner, Lizzie. To learn more, visit: MatthewFarber.com
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Top Customer Reviews
As an educator with more than 40 years of experience in classroom management this text brings together the new challenges facing 21st century classroom instruction. This book should be required reading for all educators.
Game Designers will also benefit greatly from the book, even if their focus is not on games that teach or provide learning experiences, the book includes many useful bits of information, tips, and resources for making games effectively fun and engaging. In particular, the games listed as examples of successful games can serve as inspiration and reference in what works and what doesn't.
As an educator and member of a family of teachers, and as father of two game designers, I have found this book to be very helpful and inspirational.
Every teacher and administrator can benefit from this book. Each will find something different to further their own goals of instruction, student engagement, curriculum, and professional development. Gamify allows everyone to go at their own pace; to start slowly, or dig right in and really transform their classroom..or their entire district.
A real plus to any teacher or education professional for its use in the 21st century!