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Game Based Learning

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A Gamified Web 2.0 Tool To Make Students Into DIY Makers. Are you looking for an innovative way to encourage creative thinking, innovative ideas, and gamification in the classroom? Well then there’s a kid-friendly and parent-approved site called DIY.org that you should know about. What Is DIY.org? The DIY online club awards badges (called ‘Skills’ on the site) to students and kids of all ages in exchange for completing tasks. DIY Makers share their work with the community and get patches for the Skills they earn. Each Skill consists of a set of Challenges that help them learn techniques to get the hang of it. Once a Maker completes a Challenge, they add photos and video to their Portfolio to show what they did.

It’s a fascinating site that’s beautifully designed and extremely fun and easy to use. The DIY site has an iOS app which works on iPhones, iPods and iPads. Great For Parents & Teachers The signup process is amazing. The DIY site is pretty straightforward but I found their FAQ so useful that I thought I’d share parts of it here. No. New App Awards Experience Points And Loot For Doing Homework. Doing homework, washing dishes, and making lesson plans is, well, kinda boring. But what if you got experience points and loot for doing these mundane tasks? That’s the idea behind Epic Win, a new to-do list app that rewards players within its RPG-like design. It’s essentially a social to-do list. Developed by Rexbox Productions , Epic Win takes elements from popular RPG games such as quests, loot, stats and experience.

The app is not yet released but will be soon. Don’t just take our word for it, check out this amusingly informative video! You can tell that Rexbox Productions were paying attention to Carnegie Mellon University Professor, Jesse Schell during his gaming talk at DICE 2010 . 50 Awesome Videos for Game Based Learning Teachers. Www.papert.org/articles/Doeseasydoit.html. Does Easy Do It?

Children, Games, and Learning By Seymour Papert From the June 1998 issue of Game Developer magazine, "Soapbox" section, page 88. Also included is a letter in response to Papert's article and Papert's response to that letter, both of which appeared in the September 1998 issue of the magazine. Reprinted with permission.

Most of what goes under the name "edutainment" reminds me of George Bernard Shaw's response to a famous beauty who speculated on the marvelous child they could have together: "With your brains and my looks... " Shavian reversals—offspring that keep the bad features of each parent and lose the good ones—are visible in most software products that claim to come from a mating of education and entertainment. The kind of product I shall pick on here has the form of a game: the player gets into situations that require an appropriate action in order to get on to the next situation along the road to the final goal. Moreover, the difference is not merely quantitative.

Games-to-Teach Home Archived Site. Educating the Net Generation. The Net Generation has grown up with information technology. The aptitudes, attitudes, expectations, and learning styles of Net Gen students reflect the environment in which they were raised—one that is decidedly different from that which existed when faculty and administrators were growing up. This collection explores the Net Gen and the implications for institutions in areas such as teaching, service, learning space design, faculty development, and curriculum. Contributions by educators and students are included. The printed book is available through Amazon.com. Diana G. Please Note: This PDF contains the entire book with embedded hyperlinks of URLs, endnotes, and index terms, plus bookmarks to all chapters and sections.

Table of Contents 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. Index Copyright Information Authors retain the copyright to their intellectual content, with EDUCAUSE owning the copyright to the collected publication. Silversprite. GamesParentsTeachers :: Games Parents Teachers. Social Impact Games :: Entertaining Games with Non-Entertainment Goals. Social Impact Games :: Entertaining Games with Non-Entertainment Goals. Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless (EDUCAUSE Review) © 2006 Richard Van Eck EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 16–30. Richard Van Eck Richard Van Eck is Associate Professor at the University of North Dakota, where he has been the graduate director of the Instructional Design & Technology graduate program since 2004.

He began his study of games with his dissertation in 1999 and has taught a graduate course in games and learning every year since 2001. After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. The first factor is the ongoing research conducted by DGBL proponents.

One could argue, then, that we have largely overcome the stigma that games are “play” and thus the opposite of “work.” This is not to say that we have ignored this issue entirely. The Effectiveness of DGBL If we are to think practically and critically about DGBL, we need to separate the hype from the reality. There are other theories that can account for the cognitive benefits of games.