Games Meet College

Gaming technologies have become effective learning tools in education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of learned activities. An essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation.

Call Number: 378.1758 C841G

Defiant, Disruptive, Destructive! Oh my!

“We are going to be bold and put it out there: being able to effectively manage a classroom is the most essential aspect of teaching. Classroom management should be the first class taught to all teachers and should be the first consideration anytime that someone is teaching a new class. Certainly having a thorough understanding of the subject matter and being able to make difficult topics easy to understand are critical to effective teaching; however, if the classroom is not under control, no teaching can occur and no curriculum can be taught. Students will probably learn — but chances are they won’t learn the lessons we intended for them to learn. Rather than learning reading, social skills, history, or science, they will learn how to survive in chaos” (Hulac and Briesch, 3).

An indispensable guide that distils the best classroom management science into easy-to-implement strategies teachers can use to promote a productive and safe learning environment. Chapters provide productive evidence-based guidelines for implementing class-wide prevention strategies, token economies, group contingencies, and self-management interventions.

Call Number: 371.1024 H912E