Ryan Schaaf
As a professor, author, blogger, consultant, and keynote speaker, Ryan Schaaf wants to help educators reach the learners of the digital generations. Before higher education, he was a school teacher, instructional leader, and mentor teacher. In 2007, he was nominated for Maryland Teacher of the Year.
Ryan’s passion is helping teachers, students, and thought leaders see the potential of using digital tools for instruction and how to leverage their incredible potential for meaningful, real-world, and relevant learning experiences. His mission is to energize audiences into taking the necessary steps to prepare students for their futures and not our past.
His first book, Making School a Game Worth Playing: Digital Games in the Classroom was released in 2014 through Corwin Press. His second book, Using Digital Games as Assessment and Instruction Tools and third book, Reinventing Learning for the Always-On Generation: Strategies and Apps that Work were released through Solution Tree Press in 2015. Reinventing Learning for the Always-On Generation recently received an IPPY Award for its contributions as a resource book for educators. His latest book, Game On: Using Digital Games to Transform Teaching, Learning, and Assessment was recently released in November of 2017.
Supervisors: Ian Jukes, Nicky Mohan, Linda Tsantis, Wendy Drexler, Sr. Sharon Slear, Gary Thrift
Phone: 410-532-5376
Address: Baltimore, MD
Ryan’s passion is helping teachers, students, and thought leaders see the potential of using digital tools for instruction and how to leverage their incredible potential for meaningful, real-world, and relevant learning experiences. His mission is to energize audiences into taking the necessary steps to prepare students for their futures and not our past.
His first book, Making School a Game Worth Playing: Digital Games in the Classroom was released in 2014 through Corwin Press. His second book, Using Digital Games as Assessment and Instruction Tools and third book, Reinventing Learning for the Always-On Generation: Strategies and Apps that Work were released through Solution Tree Press in 2015. Reinventing Learning for the Always-On Generation recently received an IPPY Award for its contributions as a resource book for educators. His latest book, Game On: Using Digital Games to Transform Teaching, Learning, and Assessment was recently released in November of 2017.
Supervisors: Ian Jukes, Nicky Mohan, Linda Tsantis, Wendy Drexler, Sr. Sharon Slear, Gary Thrift
Phone: 410-532-5376
Address: Baltimore, MD
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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 assessment, how they can factor into digital games, and the roles facilitators and students play with each.
Learn why students of the digital generation require different learning and teaching methods than previous generations.
Discover the benefits of playing games 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.
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.
Understand how the digital generations 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 each attribute.
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