Gamify Literacy: Boost Comprehension, Collaboration, and Learning

Author:   Michele Haiken
Publisher:   International Society for Technology in Education
ISBN:  

9781564843869


Pages:   176
Publication Date:   30 May 2017
Format:   Paperback
Availability:   Available To Order   Availability explained
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Gamify Literacy: Boost Comprehension, Collaboration, and Learning


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Full Product Details

Author:   Michele Haiken
Publisher:   International Society for Technology in Education
Imprint:   International Society for Technology in Education
Dimensions:   Width: 19.00cm , Height: 1.20cm , Length: 23.10cm
Weight:   0.380kg
ISBN:  

9781564843869


ISBN 10:   1564843866
Pages:   176
Publication Date:   30 May 2017
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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Reviews

An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out. -- Michael Karlin, EdTech Roundup This text will inform and spark ideas. VERDICT: Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. -- School Library Journal


[T]his text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal This text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out. - Michael Karlin, EdTech Roundup


"""An excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve. If you're looking for a solid collection of practical ideas for incorporating elements of gamification into your classroom and curriculum, this book is definitely worth checking out."" -- Michael Karlin, EdTech Roundup ""This text will inform and spark ideas. VERDICT: Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula."" -- School Library Journal"


[T]his text will inform and spark ideas. VERDICT Purchase where educators and teacher librarians are interested in gamifying classrooms and curricula. Meaghan Darling, Long Hill Township Public Library- School Library Journal


Author Information

Michele Haiken is a literacy teacher at Rye Middle School and an adjunct professor at Manhattanville College. She is also a frequent speaker and a contributor to the ISTE book Teaching Literacy in the Digital Age. For Gamify Literacy, HAiken collaborated with a range of game and literacy experts, including top game developers, teachers, librarians and technology coordinators.

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