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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. 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. 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

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. 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. [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. MacArthur, la fondation Bill et Melinda Gates, l’éditeur de jeux Electronic Arts ainsi que de l’ « Entertainment Software Association (ESA) ». 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. 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. 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. 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. 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

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.

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

And, timed to match the beginning of South by Southwest, it’s also launching its iPhone app. 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.

Avec un taux de pénétration et une puissance de diffusion incroyables, Facebook et YouTube ont en effet de quoi faire de l’ombre aux supports médiatiques traditionnels. 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. Of Course iPads Belong In Classrooms — It’s All About Balance.

How Bill Gates' Favorite Teacher Wants to Disrupt Education. 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.