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This practical guide helps teachers 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, a revised Bloom’s Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning!   \"This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels.\"  —Carrie Trudden, Educational Technology Teacher   Howard County Public School System, Clarksville, MD   \"Schaaf and Mohan  present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games.\"  —Danea A. 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