Author: David Seelow
Contends that games are both enjoyable and beneficial when used in an educational context to create a deep learning experience, motivate critical thinking, cultivate positive character traits, and foster cultural awareness.
Focuses on classroom experiences, community and culture, virtual learning, and interdisciplinary instruction and addresses a range of disciplines that cross between the high school and college classrooms, both online and in classroom practice, the design of curriculum, and the transformation of assessment practices.
Provides practical exercises, resources, and lesson ideas and explains how to use a wide and diverse range of games, from casual to massively multiplayer online games, for self-improvement as well as classroom situations such as the games for empower in gender equality, board games for learning, Video games in English classroom, discrimination against the transgender community, Chess, documentary game and games for save democracy, a game for saving nature, a game of gratitude, games for leaning in math and physics, motivate self-efficacy, management and authentic skills, public health game, social emotional learning, Interdisciplinary instruction with films, games and literature and teaching about pandemics.
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