Using Digital Games as Assessment and Instruction Tools

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Assessment and Instruction Tools

The always-on generation plays more digital games and learns differently than previous generations. To engage these 21st century learners, Using Digital Games as Assessment and Instruction Tools encourages K–12 teachers, administrators, and technology coordinators to adopt digital game–based learning, a practice that enhances teaching and learning by adding effective digital games to academic processes. Author Ryan L. Schaaf shows educators how to use digital tools to create fun, academically applicable classroom activities that motivate students and foster learning.

Using this resource, educators will: • Gain practical guidance for implementing digital games in the classroom • Enrich students’ learning and allow them to own their learning • Explore the benefits of different gaming platforms to choose the right tool for classroom use

U S I N G D I G I TA L G A M E S A S A S S E S S M E N T A N D I N S T R U C T I O N T O O L S

Using Digital Games as

S olut i ons f or D i g i ta l L ea r ne r–C ente r ed C la ssr ooms

Using Digital Games as Assessment and Instruction Tools

• Discover effective assessment strategies to use for digital game–based learning • Use helpful discussion questions to reflect on the content collaboratively or individually

Visit go.solution-tree.com/technology to access materials related to this book.

solution-tree.com

ISBN 978-1-935542-53-7 90000

9 781935 542537

R YA N L . S C H A A F

Solutions Series: Solutions for Digital Learner–Centered Classrooms offers K–12 educators easy-to-implement recommendations on digital classrooms. In a short, reader-friendly format, these how-to guides equip practitioners with the digital tools they need to engage students and transport their district, school, or classroom into the 21st century.

Ryan L. Schaaf


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