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"This book will excite teachers who want to help motivate today’s secondary students. Information about the brain, presented along with the author’s personal teaching experiences, tips, and creative game ideas, makes for a very worthwhile read!"
"Makes teachers think about the purpose and connection that a game will have to the curriculum as well as to students’ lives. This book helps clarify the purpose of including meaningful experiential games in the classroom."
"Smokler passionately argues the need for games in the curriculum as a means to create authentic and meaningful learning experiences. Hands down, this is the best book I’ve read about the use of games in the classroom!"
"The book begins with the teenager’s brain. In layman's terms, it lets teachers know why teenagers are difficult to engage and how to create a classroom atmosphere that will hold their attention and allow them to learn."
"Gives teachers a variety of simulations and creative ideas they can try in their classrooms to help enhance and energize their teaching."