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  • Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

    Playing Games in the School Library by Pavey, Sarah;

    Developing Game-Based Lessons and Using Gamification Concepts

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 45.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        21 498 Ft (20 475 Ft + 5% VAT)
      • Discount 20% (cc. 4 300 Ft off)
      • Discounted price 17 199 Ft (16 380 Ft + 5% VAT)

    21 498 Ft

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    Availability

    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Short description:

    Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting.

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    Long description:

    Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts.


    The book begins by applying prominent learning theories, in particular the use of games to nurture natural curiosity, problem solving and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement and the development of self-esteem are explored alongside social skills such as team working, oracy, communication, motor skills and emotional intelligence. Separate chapters outline the practical use of different types of games including digital, mixed media, physical and active learning and live games, discussing the advantages and disadvantages of each within a teaching and learning context. Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams and the wider community, including parents can be beneficial.


    Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their school’s aims and objectives.

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    Table of Contents:

    Introduction  1. How do we know game-based learning is an effective approach?  2. Developing resilience emotional and social skills through game-based learning  3. Simple slide based games  4. Digital games  5. Physical games  6. Mixed media games  7. Student focused games and live games  8. Gamification  9. Game-based learning and gamification approaches for impact within your school library  10. Working with teachers, senior leaders and parents using game-based learning and gamification techniques

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