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I**N
The Game does believe in them...but do schools?
As an educator trying to bring digital game-based learning into my district (as hard as it is to get other teachers and administrators to even acknowledge such a thing exists), I'm amazed at what others have already accomplished. Beyond that, I have even connected with some of them through Twitter. Their stories...and Greg's unbridled optimism...keeps me going strong when I might have otherwise despaired. Despite all the research, all the literature, all the pedagogy, despite common sense, despite student's interests, there is no guarantee true digital games will become wide-spread in public schools. For all of us who believe...in games and in our students...we must do our part to make our voices, through Greg's and theirs, heard.
D**Y
A hopeful, surprising and funny book
Books about education can often depress the reader. This one is ultimately hopeful and uplifting, as Toppo describes the power of video games to draw young people into active, engaged learning on any subject. Consider this passage from the epilogue, about teenagers using the game Minecraft as the basis for an elaborate opera performance.Toppo writes: "This isn't the same old thing done more efficiently, or, heaven forbid, the same old _stupid_ thing done more efficiently. These aren't better flash cards or gamified toothbrushes with points attached. This is cutting-edge technology applied to something totally new and strange and beautiful."Toppo's passion for the topic comes through and I came away convinced that video games really can help all of us learn.This is also a fast read and frequently funny. Worth your time!
A**R
I highly recommend this book
Whether you are new to the term Gamification, or simply looking to explore it more, I highly recommend this book. The book is well researched, well-written, and filled with anecdotal stories that illustrate his points. Toppo's writing style makes for an engaging read. Let's lower the cost of failure in schools and give students a chance to master concepts. Fail. Try again. Fail again. Try again. As Toppo states, "beating the boss [mastering content] always feels transcendent." This is what we, as educators, should strive for within our classrooms.
K**N
Likely the most influential book on video game learning since James Paul Gee's 2003 classic.
I think this will turn out to be the most influential book on video game learning since James Paul Gee's 2003 classic "What video games have to teach us about learning and literacy". Greg Toppo is one of the few ed tech writers who truly understand the potential of game-based learning and can distinguish the few good learning games currently available from the ocean of crap.[Disclaimer: I bought this book myself. Toppo uses one of my games as an example in his book. If you have concerns that I am writing this review to benefit myself, simply refuse to download my free game!]
A**S
not what I thought
Purchased due to the idea behind the book. I tried many times to read but just could not get into it. This book may be great for someone else but just not for me.
J**E
the best book since mine--and it is much better written than ...
Yes, indeed, the best book since mine--and it is much better written than mine, Greg has done a great job. The book is both highly informative and really entertaining at the same time.
L**E
An Educator Believes in This Book!
Great overview of real educators doing real things with games in the classroom. Greg's done a fantastic job of capturing the essence of benefits and challenges educators face when leveraging games for learning.
J**L
Fantastic resource for educators and parents.
A great resource for parents and teachers looking to understand the role of digital games in children's lives - for good and for bad. A really wonderful book from a fantastic education journalist.
A**N
Five Stars
My Daughter was quite contented with it, I think:)
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