Playing Games in theSchool Library is a comprehensive resource for those looking to explore theuse of game-based learning and gamification in the library setting.
Itillustrates how game play can be developed through applying learning theory topractice, exemplified by case studies taken from a variety ofinternational contexts.
The book begins by applying prominent learning theories, inparticular the use of games to nurture natural curiosity, problemsolving and creativity.
It then looks at the effect of playfullearning upon individual students and groups.
Motivation, engagement and thedevelopment of self-esteem are explored alongside socialskills such as team working, oracy, communication, motor skills and emotionalintelligence.
Separate chapters outline the practical use of different types ofgames including digital, mixed media, physical and active learning and livegames, discussing the advantages and disadvantages of each within a teachingand learning context.
Finally, consideration is given to how game-basedlearning and gamification can be used to promote library resources and servicesfor impact and how collaboration on this approach with subject teachers, seniorleadership 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 ameans of engaging with distance learning, as well as providing a morechallenging environment within their physical space.
It will equip them withboth a practical and theoretical rationale for including the game-based approachin their work while supporting their school's aims and objectives.