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Sarah Pavey

Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

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  • More about Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

Playing Games in the School Library is a resource for using game-based learning and gamification in the library setting, applying learning theories to nurture curiosity, problem-solving, and creativity. It explores the effects of playful learning on individual students and groups, including motivation, engagement, and self-esteem. The book discusses the practical use of different types of games and how they can be used to promote library resources and services. It is written in a comprehensive but accessible manner and will equip readers with a practical and theoretical rationale for including the game-based approach in their work.

Format: Paperback / softback
Length: 192 pages
Publication date: 10 September 2021
Publisher: Facet Publishing


Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts.

The book begins by applying prominent learning theories, particularly the use of games to nurture natural curiosity, problem-solving, and creativity. It then looks at the effect of playful learning upon individual students and groups. Motivation, engagement, and the development of self-esteem are explored alongside social skills such as team working, literacy, communication, motor skills, and emotional intelligence. Separate chapters outline the practical use of different types of games, including digital, mixed media, physical, and active learning, and live games, discussing the advantages and disadvantages of each within a teaching and learning context.

Finally, consideration is given to how game-based learning and gamification can be used to promote library resources and services for impact and how collaboration on this approach with subject teachers, senior leadership teams, and the wider community, including parents, can be beneficial.

Written in a comprehensive but accessible manner, Playing Games in the School Library will give readers a means of engaging with distance learning, as well as providing a more challenging environment within their physical space. It will equip them with both a practical and theoretical rationale for including the game-based approach in their work while supporting their schools aims and objectives.

Weight: 302g
Dimension: 153 x 233 x 14 (mm)
ISBN-13: 9781783305339

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