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Item Details
Title: 101 CLASSROOM GAMES
ENERGIZE LEARNING IN ANY SUBJECT
By: Gareth Long, Harvey Grout, Stuart Taylor Jr.
Format: Paperback

List price: £18.99


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 0736095101
ISBN 13: 9780736095105
Publisher: HUMAN KINETICS PUBLISHERS
Pub. date: 22 December, 2010
Pages: 144
Description: 101 Classroom Games: Energize Learning in Any Subject helps students improve their study skills, aids them in reviewing material, prepares them for assessments, and makes the learning experience enjoyable. Each game has stimulating content with variations and progressions as well as teaching points to keep the game fun, interesting, and effective.
Synopsis: With 101 Classroom Games: Energize Learning in Any Subject, not only can you help your students improve their study skills, but you can also aid them in reviewing what they already know about a topic or subject, prepare them for formal and informal assessments, and see them embrace learning experiences as enjoyable. You never knew a game of Splat, Snap, or Howzat! could pack so much educational punch, did you? All 101 games in this handy book make learning memorable, fun, and successful. You can use them as effective starter activities, for the middle part of a lesson to reignite learning when you see the kids' eyes start to glaze over, or as complete activities to help you assess your students' learning. Each game provides you with - ready-to-go plans to implement the game and shorten your planning time; - stimulating lesson content with variations and progressions to suit your students' ages and abilities; - illustrations to help you understand how the game works; and - teaching points and prompts to keep the game fun, interesting, and effective. These games create a stimulating learning environment where students undertake tasks and solve problems by interacting with their surroundings, other students, and you. They provide a great alternative to traditional methods of learning and assessment. Most of all, the games do just what you'd like them to do: help your students learn, improve their skills, and enjoy the educational process.
Reader Age: From 18 to 99 years
Illustrations: 3 Halftones, black and white; 13 Illustrations, black and white
Publication: US
Imprint: Human Kinetics
Returns: Returnable
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