Gamify Literacy: Boost Comprehension, Collaboration and Learning

By HAIKEN, Michele, ed

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ISBN
9781564843869
Publisher
ISTE


REVIEWS

School Library Journal

Reviewed on May 1, 2017  |  Professional Reading

In 17 brief chapters, each authored by an educator or teacher librarian, this volume presents ways to increase student participation and engagement through games and play. Each chapter first states to which of the seven International Society for Technology in Education standards the content maps, and contributors introduce their personal gaming history and describe how they decided to bring gaming concepts into their classrooms. The text is divided into thr...Log In or Sign Up to Read More

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