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Books and Publications

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A Brief History of the Future of Education: Learning in the Age of Disruption

By: Ian Jukes & Ryan L. Schaaf

 

The digital environment has radically changed how and what students need and want to learn, but have we radically changed how we deliver education? Are educators shifting and adapting or stuck in the traditional That’s the Way We’ve Always Done It world?

In this book, educators will be challenged to take action and adapt to a split-screen classroom--thinking and acting to accommodate today’s learners versus allowing traditional practices by default. Written with a touch of humor and a choose-your-own-adventure approach, the authors built chapters to be skimmed, scoured or searched for interesting, relevant or required material. Readers will be able to jump in where it serves them best.

  • Consider predictions about what learning will look like in the future.

  • Understand and learn to leverage nine core learning attributes of digital generations.

  • Discover ten critical roles educators can embrace to remain relevant in the digital age. 

 

Keep things simple, concentrate on how learners learn, and change your approach from present to future tense.

Links to Purchase:

Corwinhttp://bit.ly/2RN2lCo

Amazon: http://bit.ly/ABHOTFofE

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Reinventing Learning for the Always-On Generation: Strategies and Apps That Work


By: Ian Jukes, Ryan L. Schaaf, & Nicky Mohan

Cultivate effective 21st-century classrooms. Teachers and administrators must respond to the digital bombardment students face to ensure their success in the 21st-century world. Explore the differences in students' neurological processing from previous generations, investigate the nine critical attributes of digital learners, and discover practical strategies for making learning relevant, engaging, and fun through digital activities.

WINNER OF THE 2016 IPPY AWARD - SILVER MEDAL IN EDUCATION (WORKBOOK/RESOURCE)

  • Understand how the digital generation's exposure to technology is rewiring their brains and the challenge this rewiring creates for educators.

  • Identify learning attributes unique to 21st-century students, and gain strategies to support the specific characteristics of digital learners.

  • Recognize the strengths and weaknesses of different digital tools, and learn to use each in teaching, learning, and assessing.

  • Learn why the digital generation must be engaged and taught differently than previous generations to ensure learning.

  • Select the traditional teaching practices that can be integrated with digital technology to best educate students.

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Game On: Using Digital Games to Transform Teaching, Learning and Assessment

By: Ryan L. Schaaf, & Nicky Mohan

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.

  • Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations.

  • Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning.

  • Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design.

  • Access lists of suggested digital games, and learn for what purposes the games are most useful.

  • Consider how digital games can address students’ diverse learning needs and can be used for assessment.

Links to Purchase:

Solution Tree: http://bit.ly/GameOnST

Amazon: http://bit.ly/GameOnTLA

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Learning with Digital Games (White Paper)

 

By Ryan L. Schaaf, & Keri Engel

 

The power of gaming in the modern world is truly awe-inspiring. Each year, the gaming industry breaks all of its own records and metrics. From growth in sales to the broadening of its players’ demographics, digital games have become a phenomenon of epic proportions. Now, many educational researchers, practitioners, and pundits have made the case for the use of digital games as potentially powerful learning tools.

Read more in our new Learning with digital games guide, written by Ryan L. Schaaf and Keri Engel, in partnership with Amplify.

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Making School a Game Worth Playing: Digital Games in the Classroom

Making School a Game Worth Playing: Digital Games in the Classroom

By Ryan L. Schaaf & Nicky Mohan

Description: This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. 

Teachers learn to use well-designed game elements to:

  • Promote meaningful student buy-in

  • Create student-centered, collaborative learning spaces 

  • Teach and assess 21st Century Fluencies aligned to Common Core State Standards

  • Address multiple intelligences using research-based strategies
     

Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide! 

Links to Purchase:

Corwin: http://bit.ly/MakingSchoolGame

Amazon: http://bit.ly/Making_School_Game

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Using Digital Games as Assessment and Instruction Tools

By: Ryan L. Schaaf

Combine hard work and deep fun in classrooms with digital game-based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.

  • Gain practiced guidance for implementing digital games for the classroom.

  • Consider research and theory that confirm the power of play in childhood development and learning.

  • Explore the positive and negative characteristics of different gaming platforms.

  • Review classifications of games, including the prime educational uses for short- and long-form games.

  • Examine the different types of assessments, how they can factor into digital games, and the roles facilitators and students play with each.

Links to Purchase:

Solution Tree: http://bit.ly/UDGAIT_ST

Amazon: http://bit.ly/UDGAIT

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