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.
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.
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.
Author: John Miller
Publisher: Quarry Books
Release Date: 2018-04-24
Genre: Juvenile Nonfiction
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!
Author: Center for Education
Publisher: National Academies Press
Release Date: 2008-03-24
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.
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.
Author: Jo Boaler
Publisher: John Wiley & Sons
Release Date: 2015-10-12
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.
Author: Matthew Farber
Publisher: Peter Lang Incorporated, International Academic Publishers
Release Date: 2017-02-28
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!
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 MakerBot Educators Guidebook is the most comprehensive blueprint for introducing 3D printing into the classroom. MakerBot collaborated with the largest community of 3D printing educators to create a crash course 3D printing, 9 classroom-ready 3D printing projects, and more!
Author: Barbara Gross Davis
Publisher: John Wiley & Sons
Release Date: 2009-07-17
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.
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.
Author: Sarah Brown
Release Date: 2016-08-05
Are your homeschooling a Minecraft player? Make Minecraft educational! >p>New Release Discount! Normal Price $34.50 Over 400 Pages of Homeschooling Activities! You can cover every required subject while giving your child freedom to be creative! This Do-It-Yourself Curriculum can provide 2 to 4 hours of homeschooling instruction each day! Are you homeschooling a child with symptoms of Dyslexia, ADHD, Asperger's Syndrome or Autism? This is the perfect homeschooling method for kids who don't sit still, unless they are playing Minecraft! Don't worry, your child will not be on the computer all day, 30 to 45 minutes will be just about perfect, when working in this curriculum journal. We also use the Dyslexie Font to make reading and learning easy for students with dyslexia. If your child can read and write on a second grade level they will be able to use this book as their primary curriculum. What ages? This curriculum is geared towards ages 9 to 12, but older and younger children can still use and enjoy the curriculum, by supplementing the program with library books, audio books, and documentaries on their level. Over 400 Pages of Homeschooling Activities! Reading Handwriting Creative Writing Spelling & Vocabulary Classical Literature Biographies Classical Music Mathematics Science History World Geography Social Studies & Current Events Computer Skills Building & Design Art, Drawing and Design Creative Comics Library Skills Unit Studies (based on the student's favorite topics) Action Steps: Go to the library or bookstore. Bring home a stack of at least EIGHT interesting books about these topics. Choose some that have diagrams, instructions and illustrations. Choose some books about science, history and social studies related to the topics you want to study. Recommended Educational Resources: A Computer and Your Own Minecraft World. Audio Books, Classical Literature or Heroes Now & Then* Story of the World for the Classical Child* Classical Music to help you relax while you work. Google Earth and a parent approved news source. Tutorials, Educational Movies & Documentaries A Math Curriculum like Life of Fred* or Math-U-See* Dyslexia Games* for struggling readers. If you have a child who struggles with reading, writing and spelling, please use 2 to 4 Dyslexia Games Worksheets everyday along with your Minecraft Curriculum. Buy the games at a discount here: www.DyslexiaGames.com If your child struggles with basic math skills, use the book Comic Book Math or Foundational Math Skills, by Sarah Janisse Brown. School Supplies Needed: Pencils, Colored Pencils, Gel Pens, Origami Paper, a Ruler * Optional Learning Programs FOR ALL AGES! Complete 5 pages each day if you are under 10 years old. Complete 10 pages each day if you are 10 to 17 years old. Created By: Sarah Janisse Brown & Isaac J. Brown Artwork by Isaac J. Brown & Tolik Trishkin. We use the Dyslexie Font by Christian Boer. Creative Writing Prompts by Isaac Brown, Emmie Palacio and Elizabeth Palacio The Thinking Tree Publishing Company, LLC FunSchoolingBooks.com-Copyright 2016
Author: Jennifer S. Dail
Publisher: Rowman & Littlefield
Release Date: 2018-05-04
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.
Social media are now established as an important aspect of contemporary education. We live in times where social media applications such as Facebook, Twitter, Tumblr and Snapchat are mainstream educational tools; where most new educational technologies claim to have a �social� element; and it increasingly makes no sense to distinguish between learning �online� and �offline�. It studies users' experiences and views of social media; addresses questions of equality and diversity concerning who is doing what with social media; examines how the use of social media applications sits alongside pre-existing cultures and structures of schooling; and brings to light the unintended and unexpected results of social media in education. Altogether, this collection of writing provides a nuanced and interesting discussion of the realities of social media use across different aspects of education. This book was originally published as a special issue of Learning, Media and Technology.