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Gamification et éducation

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The 20 Best Blogs About Game-Based Learning - Microsoft UK Schools blog. How To Use Game Dynamics In The Classroom. Edudemic is all about finding innovative ways to get through to students. That’s why we’ve talked about game dynamics more than a few times. Inspiring students to learn through the gamification of a large lecture hall has not yet been broached by us Edudemic-ers. Oxford Learning Lab Brings Gamification to Education.

OXFORD, England, August 2, 2012 /NEWS.GNOM.ES/ – Boom, Crash, Bang!

Oxford Learning Lab Brings Gamification to Education

These are the normal noises of a good online game. But must it always be like that? What if the same techniques of making progress, gaining points and earning badges of honour are applied to an educational environment? That’s one of the challenges set by Oxford Learning Lab ( , the leading site for marketing training and education. The badges of honour have names that can be easily recognized as Marketing career steps, such as Marketing Executive, Marketing Manager, or Chief Marketing Officer. How to Motivate Physical Activity: Are rewards the key? It can be hard for kids – and families – to make physical activity a regular part of daily life..

How to Motivate Physical Activity: Are rewards the key?

But the right amount of incentives can help make physical activity both rewarding and fun. The truth is, kids do all sorts of fantastic things spontaneously, without being rewarded for it. One morning, for example, they might declare they want to be the next JK Rowling – and then spend hours writing stories. For parents, it can be particularly encouraging to see kids remain dedicated to a worthwhile task, an important life skill for any of us. The question is: How can we foster this type of intrinsic motivation, the impulse and determination to continue just because something feels right, to help establish patterns of healthy behavior, like regular physical activity? These days, kids are less likely to be physically active than kids in previous generations. Gamification, Super Mario and STEM: Notes from the Games Learning Society Conference. The Future Of Education: An Online University That Charges $199 Per Month For Unlimited Classes.

The higher education system in the U.S. is in trouble.

The Future Of Education: An Online University That Charges $199 Per Month For Unlimited Classes

Jobs for college graduates are in short supply, and student debt is becoming an ever-larger burden. [MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse. Aux Etats-Unis, l’industrie et les associations du jeu vidéo se sont récemment associées afin de créer un laboratoire du « game design » dont le champ de recherche va être fondé sur l’engagement et l’apprentissage des étudiants.

[MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse

Cette initiative tombe dans un contexte de société où la grande tendance actuelle de »gamification » se mélange au domaine de l’éducation dans le but de rendre tout enseignement ou apprentissage, aussi amusant et engagent que le plus commun des jeux. Ce nouveau labo aka le « Games, Learning and Assessment (GLASS) Lab » sera géré par « The Institute of Play », une association à but non lucratif qui sera soutenu à hauteur de 10.3 millions de dollars par la fondation John D. et Catherine T. Video Games, Addiction, and the Potential for Addictive Education. By Hap Aziz Dr.

Video Games, Addiction, and the Potential for Addictive Education

The Trouble with Gamification. In a May 29, 2012 post on her blog, game designer Elizabeth Sampat outlined some of the problems with the gamification movement as seen from the perspective of a seasoned game designer.

The Trouble with Gamification

Here is a look at what Sampat believes is wrong with the gamification of education as well as a few other issues with the concept, and some suggestions for what we might do to move the concept beyond the canned solution it is becoming. The Game Designer’s PerspectiveQuoting herself on Twitter, Sampat stated her main issue with the movement is that: "Gamification assumes all games share the same mechanics, which means everything that’s gamified is basically the same shitty game. Using badges and leaderboards and offering toothless points for clearly-commercial activities isn’t a magic formula that will engage anyone at any time. Demographics are different, behavior is different— things that will work to motivate users of product X will not work to motivate users of product Y.

Image: FreeDigitalPhotos.net. Apprendre de 7 a 77 ans. 3 raisons pour lesquelles vous devriez passer au Serious Game pour vos prochaines formations. Gamification In The Classroom: How (And Why) One Teacher Did It. Latinity Points (XP) as a Replacement for Grades, Part 4. In the previous three parts of this exercise, I laid out the criteria required in order to evaluate without grading, explained how Latinity Points are utilized as a part of Operation LAPIS, and then provided a full discussion and response from a group of three students.

Latinity Points (XP) as a Replacement for Grades, Part 4

Gamification And UX: Where Users Win Or Lose. Advertisement The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks.

Gamification And UX: Where Users Win Or Lose

Some play the same game over and over again — and occasionally, they even get out their 15-year-old Nintendo 64 to play some Zelda. Now, I am not a game designer. I actually don’t even play games that often. SuperBetter Labs. NewsiT Raises $500K To Gamify Crowd Journalism. Crowdsourced news platform NewsiT.net just announced that it has raised $500,000 in seed funding.

NewsiT Raises $500K To Gamify Crowd Journalism

Candidats à l'Elysée et gamification. La grande question que se posent les communicants politiques quant à la campagne présidentielle de 2012 porte bien évidemment sur la manière d’investir et d’optimiser la présence de leur favori sur les médias sociaux. La grande question que se posent les communicants politiques quant à la campagne présidentielle de 2012 porte bien évidemment sur la manière d’investir et d’optimiser la présence de leur favori sur les médias sociaux. No Longer An Awkward Teenager? Gamification Grows Up. Editor’s note: Guest contributor Joseph Puopolo is an entrepreneur and startup enthusiast, who blogs on a variety of topics including green initiatives, technology and marketing.

No Longer An Awkward Teenager? Gamification Grows Up

Of Course iPads Belong In Classrooms — It’s All About Balance. How Bill Gates' Favorite Teacher Wants to Disrupt Education. In 2008, Sal Khan had a bright future making millions as a hedge fund manager. He gave it up to produce low-budget math films on YouTube for free. Fortunately, hidden among his millions of loyal students, were the wealthiest of educational philanthropists, Bill Gates and the Google Foundation. Can Technology Transform Education Before It’s Too Late? Editor’s Note: This guest post was written by Prerna Gupta, who is CEO of Khush (now part of Smule), whose music apps, like Songify and LaDiDa, have been used to create over 125 million songs worldwide.

You can follow her @prernagupta. As technology continues its march toward the Singularity, transforming the way we work, socialize and play at an increasing rate, there is one very important aspect of American society that lags behind: education.