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Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults.
Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program.
Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
585 kr
Läs direkt efter köp
Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults.
Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program.
Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.
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Around the world, schools are establishing and expanding esports programs as a way to grapple with issues of school refusal and poor mental health. However, educators are often unsure of how to include players from marginalised backgrounds who often need this support the most. Positioning esports programs as spaces for social inclusion within our schools, Press B to Belong provides educators with practical strategies to remove barriers to participation, promote a sense of belonging for students with disabilities and neurological differences, and bring about a cultural shift in our educational settings.
Presenting a series of case studies on successful esports programs operating in schools today, chapters examine a number of labels of difference and focus on creating supportive environments that allow people with intersecting identities to feel safe, welcome, and included in their local esports program. Recognising that esports present unique opportunities for examining gamer identity, the authors offer tools for promoting of gender inclusivity and using esports as a space for supporting players with disability and cultural diversity.
Aligning research with lived experience, Press B to Belong equips teachers, allied health professionals, and school support staff with the language and steps to use esports to address a range of needs, celebrate intersecting identities, and make school a place where all students want to be.
591 kr
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Around the world, schools are establishing and expanding esports programs as a way to grapple with issues of school refusal and poor mental health. However, educators are often unsure of how to include players from marginalised backgrounds who often need this support the most. Positioning esports programs as spaces for social inclusion within our schools, Press B to Belong provides educators with practical strategies to remove barriers to participation, promote a sense of belonging for students with disabilities and neurological differences, and bring about a cultural shift in our educational settings.
Presenting a series of case studies on successful esports programs operating in schools today, chapters examine a number of labels of difference and focus on creating supportive environments that allow people with intersecting identities to feel safe, welcome, and included in their local esports program. Recognising that esports present unique opportunities for examining gamer identity, the authors offer tools for promoting of gender inclusivity and using esports as a space for supporting players with disability and cultural diversity.
Aligning research with lived experience, Press B to Belong equips teachers, allied health professionals, and school support staff with the language and steps to use esports to address a range of needs, celebrate intersecting identities, and make school a place where all students want to be.
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