Gamification et éducation

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Behavior Management Software - ClassDojo. 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.

How To Use Game Dynamics In The Classroom

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. Lucky for us, Liz Gross has an incredible look at the gamification in her newest post “ Can Game Dynamics Improve Attendance, Grades, and Engagement In A Large Lecture Course? ” Below are some selected excerpts that I thought would be important for the discussion. How It Works The Set-Up Before the semester begins, university students registered for a large-lecture introductory course will be randomly assigned to either a control section or an experimental section.

How Smartphones Are Used Students in the experimental section will use their Android or iOS devices to engage in academic challenges in order to earn badges. The Technology Used Drawing Conclusions Learn More. 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. As Rosie Phipps ( Principal of Oxford College of Marketing ) says ,” We use the videos from Oxford Learning Lab for all our Chartered Institute of Marketing (CIM) courses, and as much as CIM is able to show what you have achieved in the way of taking an exam, here is another way for marketers to display their expertise”.

However, is gamification more than just the latest buzzword, and can it aid the participant’s career? 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. That’s not because kids aren’t intrinsically motivated to be active. We highly recommend reading Martin S. Like this: Like Loading... 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. There is at least one school that’s getting it right, though--it’s profitable, growing 30% to 40% each year, charging students less than $500 per month, and operating on a competency-based model that allows students to complete courses at their own pace. That’s what’s happening at Western Governor’s University, a little-known online school.

In almost any other industry, there would be 10 copycats right behind such a successful model, but there isn’t one here. Financial aid regulation in the for-profit education world (where credit has to be earned based on so-called "seat time") and resistance from traditional professors in the nonprofit world are powerful roadblocks. The school’s "freemium" model allows anyone to access its curriculum without paying. [MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse. Video Games, Addiction, and the Potential for Addictive Education. By Hap Aziz Dr.

Video Games, Addiction, and the Potential for Addictive Education

Paul Howard-Jones has been creating somewhat of a stir for the better part of the past year in a series of interviews and conference presentations regarding the addictive nature of video games, and the possibility for leveraging that addiction in the process of education. There has been a series of articles published in the recent weeks covering Dr. Howard-Jones’ ideas, research, and findings, and the education and the game communities have been enjoying a fair amount of discussion and debate on the topic. As the Senior Lecturer at Graduate School of Education at University of Bristol, specializing in Neuroscience and Education, he does have a natural interest in the field, and his research is currently focused on finding better ways to help students learn.

“It certainly didn’t arise from trying to find an application for interactive whiteboards. To understand where Dr. Dr. . (1) Koepp, M. Like this: Like Loading... 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: Apprendre de 7 a 77 ans.

3 raisons pour lesquelles vous devriez passer au Serious Game pour vos prochaines formations. Bongo Publishing - Bongo LLP. Floppy the Monster Is Nearly Lost Forever Interactive Story Builder ISBN 978-1-907719-09-7 School Edition Floppy the Monster Interactive is an interactive resource for 4 to 6 year olds, which helps and encourages young children to write their own stories. Working together with others in the class with the teacher, the young children produce their very own story. Once completed, this story can be published in a full colour book. The book can be printed and even sold to families to raise money for the school. Aimed at the classroom and encouraging young people to work together to write a story, these resources make learning creative and great fun.

These interactive resources are available for PC and Mac. Floppy The Monster is Nearly Lost Forever Book Builder is software which has been specially designed to help your class write a story from beginning to end. It has been written for 4-6 year olds so typing skills are not required. A structure to guide his or her writing Floppy the Monster. 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

In this final part my aim is to elaborate on what the end of that process looks like, specifically when it comes time to assign a traditional grade in a very non-traditional classroom. As a reminder from the first post, the following were the four criteria that I argued had to be a part of this system.Continuous embedded formative assessment of progressA record system with meaningful feedback towards meeting learning objectivesA record of all student workStudent agency in the evaluation process 1) Continuous embedded formative assessment: Every component of Operation LAPIS is designed with this at the core.

There are no superfluous mechanics or deliberately gamified elements for cheap extrinsic motivation. 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. I am, though, very interested in finding out why a game can keep people occupied for a long period of time, often without their even noticing that they’ve been sitting in front of the screen for hours.

(Image credit: Axel Pfaender) So, what do games have that we miss in UX and Web design? Using game theories in areas not otherwise associated with games is often referred to as gamification. In this article, we’ll explore how and when to use gamification to improve the user experience of websites and apps, and also when not to use it. Table of Contents Definition Of A Game Sid Meier, creator of the Civilization series, once said that a game is “a series of interesting choices.”

SuperBetter Labs. John Solomon John, a serial entrepreneur, is CEO of SuperBetter Labs.

SuperBetter Labs

SuperBetter Labs is John’s fourth startup and he is excited about building a resilient and SUPERBETTER company. John came to SuperBetter Labs from enovate, which he founded in 2008 and sold in 2010. As CEO of enovate, John grew the company to over 20 employees who built several consumer research and tracking tools used by many of the largest consumer brands in the world, including Nike, Coca-Cola, Unilever, and BMW. Prior to enovate, John started an e-commerce business and a non-profit.

Jane McGonigal Jane is a world-renowned designer of alternate reality games (ARGs) — games designed to improve real lives and solve real problems. John Yost John Yost is a founder and Chairman of the Board of SuperBetter Labs. Interested in how our labs come up with such diabolical experiments? NewsiT Raises $500K To Gamify Crowd Journalism. Crowdsourced news platform just announced that it has raised $500,000 in seed funding.

NewsiT Raises $500K To Gamify Crowd Journalism

And, timed to match the beginning of South by Southwest, it’s also launching its iPhone app. The company was founded by longtime journalist Melinda Wittstock, who has worked for the Times of London, BBC Television, the Guardian, the Observer, ABC News, National Public Radio, and MSNBC/CNBC. Wittstock says she wanted to reinvent the newsgathering and publishing model after attending “too many conferences with a lot of moaning and not a lot of solutions.”

This is hardly the first experiment with crowdsourced journalism. (Here’s a story that combines two examples — last fall,, which uses crowdfunding to support investigative journalism, was acquired by American Public Media’s Public Insight Network, which helps newsrooms collect crowdsourced data.) So the startup doesn’t expect any of its members to create a complete news report on their own. Investors include Sandra D. Candidats à l'Elysée et gamification. 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. Over the last year, you may have noticed that a once-niche trend not only crept into the mainstream, but is starting to really make a big splash. Gamification has become one of the hottest buzz words in the industry and is probably in the process of taking over a website or user experience near you.

For the uninitiated, gamification, said simply, is the use of game design techniques and mechanics to solve problems and engage audiences. Over the last year, even large companies and enterprises are starting to get in on the game, with Gartner saying that all CIOs should have gamification on their radar, and M2 research predicting that the gamification market will reach 2.8 billion in direct spending by 2016. Badgeville started by making a big splash center stage at Disrupt in the fall of 2009. Of Course iPads Belong In Classrooms — It’s All About Balance. “iPads And Digital Textbooks Don’t Belong In Classrooms Yet”? What a headline. Alas, it doesn’t quite do the post justice; Matt actually raises a few valid points on the potential woes of digitally assisted learning, but they’re lost under a headline that (falsely) paint him as some sort of luddite. iPads absolutely have a place in the classroom. It’s just a matter of finding a balance.

Let me tell you a bit about my childhood. I grew up in an interesting place, in an interesting time. By the time I hit gradeschool (’92 or so? And thank heavens for that. Now, what does all of this have to with Matt’s post? Even in my little town located but a stones throw from the core, there was some resistance to letting computers make their way into schools. “What if it becomes a crutch? This is a matter of curriculum, not the tools used. With a connected device in hand, I am a demigod. Take away my device, and I am a shadow of my former self. I am the kid Matt worries about. Of course they will! 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. Now, with a whole lot of cash and even more street cred, Khan aims to demote the institution of "school" to just one of many educational options. Beginnings Khan Academy, the YouTube open-course series, began as verbal contract with a 7th-grade girl.

Since YouTube encouraged universal access, Khan thought “Why not? “Random people started watching it, and I started getting good feedback,” Khan tells Fast Company. The Success Factor and Company Growth To his amazement, the videos were far more popular than his dedicated tutoring sessions. Five years and dozens of lessons later, the YouTube series was reaching tens of thousands of views a day.

The Motivation Changes to the System. 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.

Many in Silicon Valley have strong opinions on how education should be improved, perhaps most notably Peter Thiel, who believes we are in a higher education bubble and should be encouraging kids to skip college and pursue entrepreneurship instead. I agree that Americans are placing too much emphasis on higher education, but I think the debate over Thiel’s statements misses a much deeper point. Why is higher education overvalued? Dave McClure’s fund, 500 Startups, plans to invest in 10-20 education startups this year.