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List of contents
Introduction 1. How do we know game-based learning is an effective approach? 2. Developing resilience emotional and social skills through game-based learning 3. Simple slide based games 4. Digital games 5. Physical games 6. Mixed media games 7. Student focused games and live games 8. Gamification 9. Game-based learning and gamification approaches for impact within your school library 10. Working with teachers, senior leaders and parents using game-based learning and gamification techniques
About the author
Sarah Pavey has worked as a school librarian for over 20 years and is founder of education training company and consultancy SP4IL. She holds degrees in biochemistry and information science and is an established author and regular speaker at conferences for school libraries as well as wider education issues. Sarah is a Fellow of CILIP and the Royal Society of Arts and works with the Electronic Platform for Adult Learning in Europe (EPALE) in the field of adult education. Her training courses, both home and abroad, on a range of topics including playful learning, are practical and acclaimed for being rooted in theory.
Summary
The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.