About the Book
Who It's For
This glossary is designed for kids and adults as a supplement to go with a duck hatching project. Most of the terms are ones you might come across when incubating and hatching eggs in the classroom. Pre-readers would probably appreciate the help of an older reader for some of the words but the explanations are intended to be understandable for almost anyone.
How To Use
The format of this edition is designed specifically to be viewed on a computer. The pages are the same shape as a typical screen (with an aspect ration of 1.25:1). The duck icon _ near the bottom left corner of each page will always take you back to the contents page. Some of the words used in the explanations have entries elsewhere in the glossary. These words are cross-linked to their entries.
A great deal of care, time, and effort has gone into the production of this Glossary. The author encourages teachers to share this edition with anyone who is at the same school or institution but asks that each school purchase its own copy.
About the Author
Katrin is an award winning, internationally known expert in the design and analysis of Serious Games and in gamification in the classroom. She holds two Computer Science degrees and a PhD in Educational Technology. She is a certified instructional designer with a graduate certificate in serious game design and research. She has over 30 years of teaching experience and has taught CS, videogame design, DGBL, and technical writing. Her teaching innovations have been internationally recognized and she is widely published. She designs and develops eLearning in all sectors, including educational and advertising games. Her recent game, Gene Rummy is a card game to help people learn basic Mendelian genetics. She is also the author of two books; one on the technical aspects of simulations and games written for non-technical people (Wiley, 2011, LeanPub 2018), and another on choosing and using digital games for the classroom (Springer, 2016). Her current book, "Reni" is a memoir written by her mother, who grew up during WWII in Berlin. After that she will turn her attention back to teaching and learning, with Death to Deadlines: Gamification and Other Subversive Thoughts on Formal Education.
Finally, to counterbalance a very digital life, she runs a small farm where she has been raising rabbits, waterfowl, and other animals for over 25 years. This farm forms the basis for her “Ducks in the Classroom” program, which provided eggs for hatching in classrooms locally from 1988-2012, and information on school hatching projects globally since 2001. It also accounts for occasional bit of poo on her shoe.