Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.
i got this book at a conference several years ago and only browsed through it. This past summer, I started exploring gamification in the classroom a bit more, and pull this book of the shelf.
I took a a couple of hours during Thanksgiving break investigating what the book offered. Like any book of this type, it relies on the information being up to date, which, unfortunately, is not the case. I looked up a number of recommendations for online games that could be used in the classroom, and more than a few no longer exist.
This book would be much better as an eBook that could be updated regularly.
It's a book of roughly 50 pages, and the best information I found was in the final 10 pages.