Interactive Learning Experiences, Grades 6-12
Increasing Student Engagement and Learning
Secondary General Methods
"This book will excite teachers who want to 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!"
—Cindy Bean, Seventh-Grade Math Teacher
Arcola Intermediate Middle School, Schwenksville, PA
Energize adolescents with memorable and engaging learning experiences!
Research shows that the adolescent brain is wired to seek novelty and ignore familiar stimuli. This innovative resource demonstrates how teachers can transform everyday classroom lectures into memorable experiences and reinforce course content by introducing new, different, and surprising elements into daily lessons.
Based on brain-compatible teaching principles, the updated edition of Making Learning Come Alive shows how to use stimulating interactive learning experiences to connect teenagers with content. Teachers will find activities and ideas for introducing each learning experience and will discover how to design and assess their own. Updated throughout, this new edition offers:
- Nine new sample learning experiences, including four in math and science
- A revised assessment chapter that covers standards-based education and NCLB
- Reflection questions in each chapter
The learning activities can be used as is or modified to connect with hundreds of themes and concepts across middle school and high school curricula.
"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."