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Playing Games in the School Library

Developing Game-Based Lessons and Using Gamification Concepts
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Playing Games in the School Library by Sarah Pavey explores the integration of game-based learning and gamification within school libraries. It discusses key learning theories and their practical application to foster curiosity, problem-solving, and creativity among students. The book examines the social and emotional benefits of playful learning, including teamwork, communication, and self-esteem development. It provides detailed analysis of various game typesโ€”digital, mixed media, physical, and live gamesโ€”highlighting their instructional advantages and challenges. Furthermore, it addresses strategies for promoting library resources through games and encourages collaboration with educators and the broader school community.
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Format: Paperback / softback
$10600
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This title is ideally suited for school librarians, educators interested in gamification, and those involved in curriculum development within educational settings. It will also appeal to professionals seeking innovative ways to engage students in library spaces and promote learning through interactive, playful approaches.

Book Hero thinking about your next read

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.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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, in particular 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, oracy, 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 schoolโ€™s aims and objectives.

Book Hero Magic summarised reviews for this book. While it's new and still learning, it may not be perfect - your feedback is welcome! HOW HAS THIS BEEN REVIEWED?

Reviews commend the book for making game-based learning accessible and inspirational for school librarians. Readers appreciate the clear explanation of pedagogical theories and the rich collection of international case studies. The inclusion of both digital and physical game options, plus practical ideas such as escape rooms and live games, is praised for providing versatile solutions adaptable to different school environments. The book is seen as empowering educators to confidently implement gamification in their libraries.

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Book Details

INFORMATION

ISBN: 9781783305339

Publisher: Facet Publishing

Format: Paperback / softback

Date Published: 10 September 2021

Country: United Kingdom

Imprint: Facet Publishing

Audience: Professional and scholarly

DIMENSIONS

Width: 156.0mm

Height: 234.0mm

Weight: 250g

Pages: 200

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.

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