Exploring Genre through Gamified Adventures in Elementary Classrooms

Bibliographic Details
Main Authors: Tussey, Jill T. (Author), Haas, Leslie (Author)
Corporate Author: SpringerLink (Online service)
Summary:XV, 78 p. 4 illus., 2 illus. in color.
text
Language:English
Published: Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
Edition:1st ed. 2023.
Series:Springer Texts in Education,
Subjects:
Online Access:https://doi.org/10.1007/978-3-031-41717-7
Format: Electronic Book

MARC

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505 0 |a Getting Started -- Kindergarten - Nursery Rhymes -- First Grade - Fairy Tales -- Second Grade - Fables -- Third Grade - Folktales -- Fourth Grade - Legends -- Fifth Grade - Myths. 
520 |a This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images tosupport understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders. 
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650 0 |a Educational psychology. 
650 0 |a Education. 
650 0 |a Children. 
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650 0 |a Literacy. 
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650 2 4 |a Childhood Education. 
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