background preloader


Facebook Twitter

Beyond the Worksheet: Playsheets, GBL, and Gamification. Game-based learning (GBL) and gamification are hot topics in education.

Beyond the Worksheet: Playsheets, GBL, and Gamification

These terms are often used interchangeably, but they actually describe different phenomena. GBL is when students play games to learn content. Gamification is the application of game based elements to non-game situations. Playing games can give students context for what they are learning. When my students played Angry Birds in the classroom, none of them asked what the purpose of learning x intercepts was. Surprising Insights: How Teachers Use Games in the Classroom.

More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center.

Surprising Insights: How Teachers Use Games in the Classroom

But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing. The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom. More than three-quarters of teachers surveyed — 78 percent — report using digital games in class, and that’s up from 50 percent who reported using them in a different survey two years ago. “Teachers say they want to use digital games to deliver standards-based content and assess student knowledge and skills,” said Cooney Center’s Senior Director and Research Scientist (and survey designer) Lori Takeuchi. Gamification 4 - Game Elements. PHILADELPHIA, 9 September –- Gamification with Kevin Werbach of the University of Pennsylvania’s Wharton Business School, Week 2!

Gamification 4 - Game Elements

The raw materials of games and gamification are called game elements. Mindshift's Guide To Game-Based Learning. MindShift Guide to Digital Games and Learning How can games unlock a rich world of learning?

Mindshift's Guide To Game-Based Learning

This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use. This is what Candy Crush Saga does to your brain. Last week, Candy Crush Saga, the mind-numbingly simple yet addictive game that involves matching coloured sweets, was estimated to be worth $7.1bn.

This is what Candy Crush Saga does to your brain

While that amount dropped by 16% after the company’s Wall Street debut, it still left the gaming geniuses behind the free app worth billions. Candy Crush is played by 93 million people every day, and it accrues an estimated $800,000 daily through players purchasing new lives and boosters that help them to conquer new levels. All told, half a billion people have downloaded the free app, and King Digital Entertainment, the company behind the phenomenon, reportedly netted $568m last year alone. I am on level 140 (not something I’m proud of), even after deleting the app once because I couldn’t stop playing.

What is Gamification

ClassDojo. Teacher. Age Restrictions.


You may only use the Site and Services if you are: (i) at least 13 years of age; or (ii) if you are under 13 years of age, with the consent of your teacher or a legal parent or guardian. By using the Site and Services, you hereby represent and warrant that you are at least 13 years of age or, if you are under 13 years of age, that you have the consent of your teacher, legal parent, or guardian to use the Site and Services. Verification of Identity. You acknowledge that we may choose, but are not obligated, to make any inquiries, either directly or through third parties, that we deem necessary to validate any user’s registration information, including without limitation engaging third parties to provide identity or other verification services.

Socrative reserves all rights to take legal action against anyone who misrepresents personal information or is otherwise untruthful about their identity in connection with their use of the Services. Teachers and Educators. Changes. Powerpointgames - PowerPoint Game Templates. Use Your Own Content These templates allow you to type in your own questions with the games which are already created.

powerpointgames - PowerPoint Game Templates

Hoop Dreams.pptHoop Dreams2.pptHoop Dreams - Revised.ppt Soaring Skyward w_questions.ppt Who Wants to be a Millionaire.pptMillionaire Template InteractiveStateMapBlank.pptInteractiveTexasMapExample.ppt. Angry Birds Chrome. 2048. Join the numbers and get to the 2048 tile!


New Game How to play: Use your arrow keys to move the tiles. When two tiles with the same number touch, they merge into one! Note: The game on this site is the original version of 2048. Apps for iOS and Android are also available. Gamification 4 - Game Elements. Getting Started with Gamification. Angry Birds By CUE Member Alice Keeler Gamification – what made me venture into the world of games as a teacher?

Getting Started with Gamification

One day I had a struggling student eagerly bring me his math homework and exclaim, “What is my grade?” Well… the student had not done any homework the whole year, failed every test and one homework assignment was not going change that F grade. All I could do was give the student a weak smile; the student left feeling dejected and unmotivated to do his homework again. Jane McGonigal: Gaming can make a better world.