Simplifying a Teacher's Life: Free Technology Tools for Assessment. Making an Impact with Games? I’ve written a lot about using and making games for the classroom here at ProfHacker, as while games and learning have been around for a long time our ability (and interest) in realizing their potential is on the rise. One of the continuing challenges for bringing games into education is assessing the impact of games on learning. Often, it’s hard even to agree on what we want games to accomplish: are we most interested in raising student engagement? Reaching learners who are alienated by traditional lectures?
Increasing critical thinking and analysis skills? Games for Change and the Michael Cohen Group just released a report, Impact with Games: A Fragmented Field, that addresses some of these questions. The group found five sources of disconnect within the field that contribute to the challenge of measuring impact: of those, two that strike me as particularly important are that ”Impact is defined too narrowly” and ”Evaluation methods are inflexible.” Return to Top. How Deloitte Made Learning a Game. “Training is a funny thing,” James Sanders, Manager of Innovation at Deloitte Consulting, told me recently. “No matter how easy you make it to access, or how brilliant the learning programs are, training is simply not the first thing people think of doing when they have some free time.
Let’s face it, for most people, on a typical Sunday morning, if given the choice between ‘Am I gonna watch ESPN, or am I gonna do some training?’ Training will not win out.” And yet, by using gamification principles, Deloitte has seen use of its Deloitte Leadership Academy (DLA) training program increase. Participants, who are spending increased amounts of time on the site and completing programs in increasing numbers, show almost addictive behavior. Gamification takes the essence of games — attributes such as fun, play, transparency, design and competition — and applies these to a range of real-world processes inside an organization, including learning & development. What are your business goals? Can you draw a perfect score in the accounting game?
More than 1,000 questions inspired by content in accounting textbooks are featured in a new online game created for high school students. The AICPA helped develop the game, called “Bank On It,” which is available at startheregoplaces.com. The game is intended to be a fun, engaging way for educators to reinforce the accounting principles being taught in class while giving their students a taste of real working-world scenarios in the accounting profession. The concept for the game was designed by a team of high school students who won the AICPA’s Project Innovation Competition.
The game is won by reaching a winning bank balance set prior to starting. Players earn money by answering questions correctly and landing on other strategic spaces as they move around the board. Players can play the game at the “Staff Accountant” or “CEO” level, focusing on business and industry, public accounting, or not-for-profit accounting. Can you get all the answers correct? Questions Staff accountant: 1. 2. 3. Bob Jensen's Summary of Distance Education Pedagogy and Technology Tools.
The 21st Century Pedagogy Alternatives and Tricks/Tools of the TradeFor the condensed summary page go to Bob Jensen at Trinity University Please do what you can to lend financial support to Wikipedia --- Keep Knowledge Open Sourced, Interactive, and Free --- is about the power of people like us to do extraordinary things. People like us write Wikipedia, one word at a time. People like us fund it, one donation at a time. The crucial role of passion in teaching and learning How can you best publish books, including multimedia and user interactive books, on the Web?
First Consider Learning on Your Own Wikipedia Versus YouTube Study Skills Tip Sheets & Advice Financial Literacy Should Be Required on Campus Amazon Launches Kindle Textbook Creator Collaboration 3-D (3D) Printing Audio Books RU THR? Lessons from Teaching with Games. The latest issue of Syllabus, an open access journal that explores the syllabus as a piece of scholarship that should be annotated and shared with the educational community, is entirely dedicated to Teaching with and about Games.
As an advocate of games in the classroom, I was very excited when I first saw the call for this issue from editors Jennifer deWinter and Carly A. Kocurek, and I’ve just finished reading through it. There are a number of ideas from the collection (which is practically a book in itself) with possibilities for a variety of disciplines. Here are a few of the takeaways that might inspire you with a new way to bring games into the classroom: Games offer space to explore historical action. These are just a few of the ideas shared in the Teaching with and about Games issue, and as bringing games into the classroom is becoming even more popular there are lots more materials out there for inspiration.
[CC BY 2.0 Photo by Flickr User Karen] Return to Top.