Showing results for "matthew farber"
Showing 1 - 8 of 8 Results
Adult content is visible.
Roll for Learning
51 Micro Tabletop Role-Playing Games to Use in the Classroom
2024
EN
Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom is an edited book featuring a curated collection of original micro tabletop role-playing games (TTRPGs). This book includes 51 game chapters, each composed of an original micro TTRPG followed by tips for implementation, ideas for assessment, best practice recommendations, and a relevant bibliography—all aligned to learning outcomes for elementary through higher education classrooms. We hope that you will enjoy ...
The Well-Read Game
On Playing Thoughtfully
2025
EN
Accessible
How players evoke personal and subjective meanings through a new theory of player response.In The Well-Read Game, Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game’s intent. These ...
Mastering Brewing Science
Quality and Production
2025
EN
Focused on brewing science, process, and quality, this is a comprehensive textbook on beer production, from the underlying biology and chemistry to process steps, packaging, testing, and service of beer and related products.Mastering Brewing Science is a complete resource for brewing students as well as established professionals, with coverage of brewing processes, beer quality assurance, and related industries such as hop and malt preparation. The text st...
Gaming SEL
Games as Transformational to Social and Emotional Learning
2021
EN
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors.Emerging research suggests that these competencies—also known as social and emotional learning (SEL) skills—are, in fact, teachable. In Gaming SEL: Games as Transformational to Social and Emotional Learning, Matthew Farber investigat...
Gaming SEL
Games as Transformational to Social and Emotional Learning
2021
EN
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors.Emerging research suggests that these competencies—also known as social and emotional learning (SEL) skills—are, in fact, teachable. In Gaming SEL: Games as Transformational to Social and Emotional Learning, Matthew Farber investigat...
Game-Based Learning in Action
How an Expert Affinity Group Teaches With Games
2018
EN
How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber’s Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators—known as "The Tribe"—teaches with games. They are transformational leaders outside the classroom, in communities of practice. ...
Gamify Your Classroom
A Field Guide to Game-Based Learning – Revised edition
2018
EN
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 numerou...
Gamify Your Classroom
A Field Guide to Game-Based Learning
2014
EN
This book is a field guide on how to implement game-based learning and «gamification» techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, A Playful Path); Richard Bart...
People who read this also enjoyed
Reality Is Broken
Why Games Make Us Better and How They Can Change the World
2011
EN
Accessible
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe“Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News“Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same exp...
The Inevitable
Understanding the 12 Technological Forces That Will Shape Our Future
2016
EN
**A New York Times BestsellerFrom one of our leading technology thinkers and writers, a guide through the twelve technological imperatives that will shape the next thirty years and transform our lives**Much of what will happen in the next thirty years is inevitable, driven by technological trends that are already in motion. In this fascinating, provocative new book, Kevin Kelly provides an optimistic road map for the future, showing how the coming changes in our li...
I Live in the Future & Here's How It Works
Why Your World, Work, and Brain Are Being Creatively Disrupted
2010
EN
Accessible
Are we driving off a digital cliff and heading for disaster, unable to focus, maintain concentration, or form the human bonds that make life worth living? Are media and business doomed and about to be replaced by amateur hour?The world, as Nick Bilton—with tongue-in-cheek—shows, has been going to hell for a long, long time, and what we are experiencing is the twenty-first-century version of the fear that always takes hold as new technology replaces the old. In fact, as Bilton shows...
The Gamification of Learning and Instruction
Game-based Methods and Strategies for Training and Education
2012
EN
"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles."











