Minecraft in the Classroom

Ideas, Inspiration, and Student Projects for Teachers

Author: Colin Gallagher,Shane Asselstine,Dan Bloom,Stephen Elford,James E. York

Publisher: Pearson Education

ISBN: 0133858014

Category: Education

Page: 276

View: 5299

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Offers essential advice and captivating projects for using Minecraft to enhance students' learning experience. Learn how educators are using Minecraft as a powerful instructional tool to engage students and teach subjects as varied as math and humanities.

An Educator's Guide to Using Minecraft® in the Classroom

Ideas, inspiration, and student projects for teachers

Author: Colin Gallagher

Publisher: Peachpit Press

ISBN: 0133858022

Category: Games

Page: 288

View: 6368

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Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.

Emerging Tools and Applications of Virtual Reality in Education

Author: Choi, Dong Hwa

Publisher: IGI Global

ISBN: 1466698381

Category: Education

Page: 360

View: 9184

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Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Unofficial Minecraft STEM Lab for Kids

Family-Friendly Projects for Exploring Concepts in Science, Technology, Engineering, and Math

Author: John Miller,Chris Fornell Scott

Publisher: Quarry Books

ISBN: 1631594842

Category: Juvenile Nonfiction

Page: 144

View: 7311

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Minecraft + STEM = An unstoppable force for fun and learning! In Unofficial Minecraft STEM Lab for Kids, you’ll find a collection of 48 creative projects that make learning science, technology, engineering, and math exciting for the whole family. Venture off on six action-packed Quests, each with four unique Labs that pair a hands-on activity with an in-game project. Here’s just a sampling of what you’ll create and learn about: Hands-on activities: Concoct glow-in-the-dark slime Grow pipe cleaner snowflakes Design and build a model Martian habitat Mix milk and soap to create “fireworks” Make a working volcano Create an electromagnet In-game projects: Craft a laboratory to serve as your in-game headquarters Carve a crystal ice castle Construct a working dam Design and use a custom teleporter Build an underwater oceanographic field station Start with a lesson on terminology and gameplay, learn how to document Lab activities with sketchnoting, and meet five leading Minecraft experts who share how their experiences with the game have contributed to their success. Enjoy Minecraft together -- and harness its powerful potential for learning -- with Unofficial Minecraft STEM Lab for Kids!

Gamify Your Classroom

A Field Guide to Game-Based Learning - Revised Edition

Author: Matthew Farber

Publisher: Peter Lang Incorporated, International Academic Publishers

ISBN: 9781433135026

Category: Education

Page: N.A

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This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, Jordan Shapiro, and Mary Flanagan. The author also shares conversations with experts from numerous organizations such as Common Sense Media, iCivics, DragonBox, Connected Camps, GlassLab Games, Schell Games, Institute of Play, Games for Change, BrainPOP, Tiggly, Toca Boca, ThinkFun, BrainQuake, Filament Games, BreakoutEDU, Kahoot, Classcraft, and more. Featuring a new introduction, as well as a foreword from USA Today's national K-12 education writer Greg Toppo, this book provides new practical lesson plan ideas, ready-to-use games, and links for further research in each updated chapter. Included are best practice recommendations from star game-based learning teachers, including Steve Isaacs, Peggy Sheehy, Michael Matera, Rafranz Davis, Zack Gilbert, and Paul Darvasi. Regardless of your teaching discipline or grade level, whether you are new to game-based learning or if you have experience and want to take a deeper dive, this book will engage and reinvigorate the way you teach and how your students learn!

NASA's Elementary and Secondary Education Program

Review and Critique

Author: National Research Council,Division of Behavioral and Social Sciences and Education,Center for Education,Board on Science Education,Committee for the Review and Evaluation of NASA's Precollege Education Program

Publisher: National Academies Press

ISBN: 9780309178082

Category: Education

Page: 162

View: 3612

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The federal role in precollege science, technology, engineering, and mathematics (STEM) education is receiving increasing attention in light of the need to support public understanding of science and to develop a strong scientific and technical workforce in a competitive global economy. Federal science agencies, such as the National Aeronautics and Space Administration (NASA), are being looked to as a resource for enhancing precollege STEM education and bringing more young people to scientific and technical careers. For NASA and other federal science agencies, concerns about workforce and public understanding of science also have an immediate local dimension. The agency faces an aerospace workforce skewed toward those close to retirement and job recruitment competition for those with science and engineering degrees. In addition, public support for the agency's missions stems in part from public understanding of the importance of the agency's contributions in science, engineering, and space exploration. In the NASA authorization act of 2005 (P.L. 109-555 Subtitle B-Education, Sec. 614) Congress directed the agency to support a review and evaluation of its precollege education program to be carried out by the National Research Council (NRC). NASA's Elementary and Secondary Education Program: Review and Critique includes recommendations to improve the effectiveness of the program and addresses these four tasks: 1. an evaluation of the effectiveness of the overall program in meeting its defined goals and objectives; 2. an assessment of the quality and educational effectiveness of the major components of the program, including an evaluation of the adequacy of assessment metrics and data collection requirements available for determining the effectiveness of individual projects; 3. an evaluation of the funding priorities in the program, including a review of the funding level and trend for each major component of the program and an assessment of whether the resources made available are consistent with meeting identified goals and priorities; and 4. a determination of the extent and effectiveness of coordination and collaboration between NASA and other federal agencies that sponsor science, technology, and mathematics education activities.

The Genius Hour Guidebook

Fostering Passion, Wonder, and Inquiry in the Classroom

Author: Denise Krebs,Gallit Zvi

Publisher: Routledge

ISBN: 131738458X

Category: Education

Page: 146

View: 9029

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Promote your students’ creativity and get them excited about learning! In this practical new book, authors Denise Krebs and Gallit Zvi show you how to implement Genius Hour, a time when students can develop their own inquiry-based projects around their passions and take ownership of their work. Brought to you by MiddleWeb and Routledge Eye On Education, the book takes you step-by-step through planning and teaching Genius Hour. You’ll learn how to guide your students as they: Develop inquiry questions based on their interests; Conduct research to learn more about their topic of choice; Create presentations to teach their fellow students in creative ways; and Present their finished product for a final assessment. At the end of the book, you’ll find handy FAQs and ready-made lessons and resources. In addition, a companion website, www.geniushourguide.org, offers bonus materials and regular updates to support you as you implement Genius Hour in your own classroom.

Teach Your Kids to Code

A Parent-Friendly Guide to Python Programming

Author: Bryson Payne

Publisher: No Starch Press

ISBN: 1593276818

Category: Computers

Page: 336

View: 5002

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Teach Your Kids to Code is a parent's and teacher's guide to teaching kids basic programming and problem solving using Python, the powerful language used in college courses and by tech companies like Google and IBM. Step-by-step explanations will have kids learning computational thinking right away, while visual and game-oriented examples hold their attention. Friendly introductions to fundamental programming concepts such as variables, loops, and functions will help even the youngest programmers build the skills they need to make their own cool games and applications. Whether you've been coding for years or have never programmed anything at all, Teach Your Kids to Code will help you show your young programmer how to: –Explore geometry by drawing colorful shapes with Turtle graphics –Write programs to encode and decode messages, play Rock-Paper-Scissors, and calculate how tall someone is in Ping-Pong balls –Create fun, playable games like War, Yahtzee, and Pong –Add interactivity, animation, and sound to their apps Teach Your Kids to Code is the perfect companion to any introductory programming class or after-school meet-up, or simply your educational efforts at home. Spend some fun, productive afternoons at the computer with your kids—you can all learn something!

Tools for Teaching

Author: Barbara Gross Davis

Publisher: John Wiley & Sons

ISBN: 9780470569450

Category: Education

Page: 608

View: 3972

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This is the long-awaited update on the bestselling book that offers a practical, accessible reference manual for faculty in any discipline. This new edition contains up-to-date information on technology as well as expanding on the ideas and strategies presented in the first edition. It includes more than sixty-one chapters designed to improve the teaching of beginning, mid-career, or senior faculty members. The topics cover both traditional tasks of teaching as well as broader concerns, such as diversity and inclusion in the classroom and technology in educational settings.

Mathematical Mindsets

Unleashing Students' Potential through Creative Math, Inspiring Messages and Innovative Teaching

Author: Jo Boaler

Publisher: John Wiley & Sons

ISBN: 1118418271

Category: Education

Page: 320

View: 648

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Banish math anxiety and give students of all ages a clear roadmap to success Mathematical Mindsets provides practical strategies and activities to help teachers and parents show all children, even those who are convinced that they are bad at math, that they can enjoy and succeed in math. Jo Boaler—Stanford researcher, professor of math education, and expert on math learning—has studied why students don't like math and often fail in math classes. She's followed thousands of students through middle and high schools to study how they learn and to find the most effective ways to unleash the math potential in all students. There is a clear gap between what research has shown to work in teaching math and what happens in schools and at home. This book bridges that gap by turning research findings into practical activities and advice. Boaler translates Carol Dweck's concept of 'mindset' into math teaching and parenting strategies, showing how students can go from self-doubt to strong self-confidence, which is so important to math learning. Boaler reveals the steps that must be taken by schools and parents to improve math education for all. Mathematical Mindsets: Explains how the brain processes mathematics learning Reveals how to turn mistakes and struggles into valuable learning experiences Provides examples of rich mathematical activities to replace rote learning Explains ways to give students a positive math mindset Gives examples of how assessment and grading policies need to change to support real understanding Scores of students hate and fear math, so they end up leaving school without an understanding of basic mathematical concepts. Their evasion and departure hinders math-related pathways and STEM career opportunities. Research has shown very clear methods to change this phenomena, but the information has been confined to research journals—until now. Mathematical Mindsets provides a proven, practical roadmap to mathematics success for any student at any age.

Toward a More Visual Literacy

Shifting the Paradigm with Digital Tools and Young Adult Literature

Author: Jennifer S. Dail,Shelbie Witte,Steven T. Bickmore

Publisher: Rowman & Littlefield

ISBN: 147583568X

Category: Education

Page: 146

View: 4959

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This book explores ways adolescents read, engage, and construct meaning within the world around them and examines how teachers can leverage the use of young adult literature with digital practices within their classrooms.

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms

Author: Seann Dikkers,et al.

Publisher: Lulu.com

ISBN: 1312832568

Category: Education

Page: 164

View: 8175

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Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you'd expect. "

The World of Minecraft

Author: Heather E. Schwartz

Publisher: Lerner Publications

ISBN: 154152182X

Category: Juvenile Nonfiction

Page: 32

View: 2942

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Do you know all the different ways that video game fans can play Minecraft? Do you know where the inventor of Minecraft got the idea for the game? This book explores the history and culture surrounding the Minecraft games, books, toys, and more. You'll have more fun than a Minecraft player building a fortress as you learn strategies for playing the game and more fascinating facts.

What School Leaders Need to Know About Digital Technologies and Social Media

Author: Scott McLeod,Chris Lehmann

Publisher: John Wiley & Sons

ISBN: 1118116720

Category: Education

Page: 224

View: 4126

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Facebook, Twitter, Google...today's tech-savvy students are always plugged in. However, all too often their teachers and administrators aren't experienced in the use of these familiar digital tools. If schools are to prepare students for the future, administrators and educators must harness the power of digital technologies and social media. With contributions from authorities on the topic of educational technology, What School Leaders Need to Know About Digital Technologies and Social Media is a compendium of the most useful tools for any education setting. Throughout the book, experts including Will Richardson, Vicki Davis, Sheryl Nussbaum-Beach, Richard Byrne, Joyce Valenza, and many others explain how administrators and teachers can best integrate technology into schools, helping to make sense of the often-confusing world of social media and digital tools. They offer the most current information for the educational use of blogs, wikis and podcasts, online learning, open-source courseware, educational gaming, social networking, online mind mapping, mobile phones, and more, and include examples of these methods currently at work in schools. As the book clearly illustrates, when these tools are combined with thoughtful and deliberate pedagogical practice, it can create a transformative experience for students, educators, and administrators alike. What School Leaders Need to Know About Digital Technologies and Social Media reveals the power of information technology and social networks in the classroom and throughout the education community.

The New Literacies

Multiple Perspectives on Research and Practice

Author: Elizabeth A. Baker

Publisher: Guilford Press

ISBN: 9781606236062

Category: Language Arts & Disciplines

Page: 322

View: 6434

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With contributions from leading scholars, this compelling volume offers fresh insights into literacy teaching and learning—and the changing nature of literacy itself—in today's K–12 classrooms. The focus is on varied technologies and literacies such as social networking sites, text messaging, and online communities. Cutting-edge approaches to integrating technology into traditional, print-centered reading and writing instruction are described. Also discussed are ways to teach the new skills and strategies that students need to engage effectively with digital texts. The book is unique in examining new literacies through multiple theoretical lenses, including behavioral, semiotic, cognitive, sociocultural, critical, and feminist perspectives.

Advancing Formative Assessment in Every Classroom

A Guide for Instructional Leaders

Author: Connie M. Moss,Susan M. Brookhart

Publisher: ASCD

ISBN: 1416612343

Category: Education

Page: N.A

View: 862

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Formative assessment is one of the best ways to increase student learning and enhance teacher quality. But effective formative assessment is not part of most classrooms, largely because teachers misunderstand what it is and don't have the necessary skills to implement it. In this practical guide for school leaders, authors Connie M. Moss and Susan M. Brookhart define formative assessment as an active, continual process in which teachers and students work together--every day, every minute--to gather evidence of learning, always keeping in mind three guiding questions: Where am I going? Where am I now? What strategy or strategies can help me get to where I need to go? Chapters focus on the six elements of formative assessment: (1) sharing learning targets and criteria for success, (2) feedback that feeds forward, (3) student goal setting, (4) student self-assessment, (5) strategic teacher questioning, and (6) engaging students in asking effective questions. Using specific examples based on their extensive work with teachers, the authors provide * "Strategic talking points" and "conversation starters" to address common misconceptions about formative assessment; * Practical classroom strategies to share with teachers; * Ways to model the elements of formative assessment in conversations with teachers about their professional learning; * "What if" scenarios and advice for how to deal with them; and * Questions for reflection to gauge understanding and progress. As Moss and Brookhart emphasize, the goal is not to "do" formative assessment, but to embrace a major cultural change that moves away from teacher-led instruction to a "partnership of intentional inquiry" between student and teacher, with better teaching and learning as the outcome.

Minecraft for Makers

Minecraft in the Real World with LEGO, 3D Printing, Arduino, and More!

Author: John Baichtal

Publisher: Maker Media, Inc.

ISBN: 1680453122

Category: Juvenile Nonfiction

Page: 176

View: 5714

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Minecraft has sold more than one hundred million copies worldwide (about 25 million of those units for the PC and Mac). According to Mojang, since the beginning of 2016 Minecraft continues to average 53,000 copies sold per day. Microsoft bought Minecraft (and Mojang) in 2014 for $2.5 billion. In 2016, Microsoft released a version of Minecraft specifically for educators called MinecraftEdu that is used by thousands of teachers around the world. Minecraft for Makers explores the intersection of this creative and beloved electronic game with the real world. It gives readers the opportunity to take familiar objects from the game - such as blocks, jack o'lanterns, and mobs - and make real-world versions of them. Begin with simple crafting projects using wood, paint, and LEGOs. Then move up to projects that involve basic electronics with LEDs. And, finally, advance to Arduino microcontroller projects that teach programming skills and basic robotics. The skills build progressively on one another, from chapter to chapter, and the emphasis is on fun all the way! Chapters include: Basic Projects (Item Frame with Diamond Sword, LEGO Minecraft Block, Minecraft Chess Pieces) LED Projects (Glowing Minecraft Block, Glowstone Chandelier, Minecraft Chess Board) Arduino Projects (Minecraft Jack O'Lantern, Night and Day Clock, Robot Creeper)

Technology for Teaching

Author: Priscilla Norton,Debra Sprague

Publisher: Pearson College Division

ISBN: N.A

Category: Education

Page: 274

View: 8055

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Finally, the authors have developed a website for this book that will keep the book current by suggesting activities, providing updates, and offering additional examples for teaching and learning."--Jacket.

Teaching the Gifted Child

Author: James John Gallagher,Shelagh A. Gallagher

Publisher: Pearson College Division

ISBN: 9780205148288

Category: Education

Page: 468

View: 3347

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Teaching the Gifted Child helps future teachers examine the characteristics of gifted students and presents methods of modeling the classroom curriculum to meet the needs of these gifted students. This thoroughly updated edition gives the latest information, new insights, expanded coverage, and additional pedagogy - while retaining the comprehensive scope and excellent writing that have made this a leading text in the field. One of the many enhancements in this new edition is the successful case study device - descriptions of five gifted children who appear throughout the text to illustrate the general ideas and concepts presented. These case studies have been enriched with a new addition to the group of children, a young girl named Stephanie who represents a new generation of independence. Other additions include new discussions on intelligence, new thoughts on problem-based curriculum and its implications, and new methods of student evaluation through performance-based and authentic assessments.Special attention has also been paid throughout to non-traditional gifted students, including students from cultural minorities, students with outstanding intellectual gifts, and gifted girls.

Design Thinking for Education

Conceptions and Applications in Teaching and Learning

Author: Joyce Hwee Ling Koh,Ching Sing Chai,Benjamin Wong,Huang-Yao Hong

Publisher: Springer

ISBN: 9812874445

Category: Education

Page: 131

View: 1681

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This book explores, through eight chapters, how design thinking vocabulary can be interpreted and employed in educational contexts. The theoretical foundations of design thinking and design in education are first examined by means of a literature review. This is then followed by chapters that characterize design thinking among children, pre-service teachers and in-service teachers using research data collected from the authors’ design-driven coursework and projects. The book also examines issues associated with methods for fostering and assessing design thinking. In the final chapter, it discusses future directions for the incorporation of design thinking into educational settings. Intended for teachers, teacher educators and university instructors, this book aims to provide them with the theoretical foundations needed to grasp design thinking, and to provide examples of how design thinking can be interpreted and evaluated. The materials covered will help these groups of professionals to consider how design thinking can be integrated into their own teaching and learning contexts. The book will also promote a discourse between educational researchers on the theoretical development of design thinking in educational settings.