Gee Learning and Games 2008. Unit 1, Lesson 1 What is Scratch. How to Embed YouTube Videos in PowerPoint to Gamify Your Course. Gamification means using the principles of game design in another context; for example, a training program or an e-Learning course.
An e-Learning course that has been gamified will include elements such as challenges, rewards, and repeated attempts. There are many benefits to gamification, but one of the greatest is the way a gamified course can engage and motivate learners. How can a video help gamify my e-Learning course? Videos are an important tool in your toolbox. Along with other gamification elements like transitions, custom slide branching, quizzes, feedback messages and interactive activities, they can provide the finishing touch to your engaging learning course.
Videos can be used: To provide a quick overview or a preview of the content. And fortunately, you can easily insert videos from YouTube using two ways: Use PowerPoint itselfUse PowerPoint add-ins like iSpring How can I insert a YouTube video in PowerPoint? 1. 2. 3. 4. Make a GIF Animation Online. ButtonBeats Google Chrome Piano App. Gamindex - Game Reviews. 5 Free Gamification Ideas: Motivate Your Employees The Old-fashioned Way. Going from good to great in the workplace often means employing gamification to motivate your workforce.
Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in. There are many gamification offerings; some use the old school points and badges. Others use more modern approaches, using narrative based games that tie seamlessly into corporate applications. But in this post I want to take on offline, old –fashioned and timeless games and apply them to workforce motivation. This idea popped into my mind when I was visiting a call center. So to pay tribute to the power of games that don’t happen on a screen, I decided to list five ways to gamify work, for free: Pat on the back games Pay it forward Raffles.
Core Concepts of Gamification. Outstanding presentation from Amy Jo Kim, an adjunct professor of Game Design at USC’s Digital Media school, recently named top US-based game design school.
She’s also the author of Community Building on the Web (2000), a design handbook for digital communities that’s used worldwide at game studios & universities. [Email Amy]. This presentation was delivered at Casual Connect Seattle, July 2011. A few of the highlights of the presentation and how they compare to sales and marketing: “What are your social engagement words?” My mind map from the presentation: Feel comfortable that Gamification will not turn the world upside down. Outcomes of game-based learning: Research roundup - Journalist's Resource Journalist's Resource. (iStock) Constructivism, or learning by doing, is a classic approach to educational instruction that has generated renewed interest in the digital era.
Constructivist practices such as apprenticeships have a long history, but in contemporary classrooms they and other hands-on programs often take a back seat to teachers telling students what they need to know rather than facilitating each person’s natural curiosity and learning style. Digital learning tools have the potential of being customized to fit the abilities of individual students and can engage them with interactive tasks and simulate real-life situations.
One approach to digital learning is to harness the broad appeal of video games for educational purposes. While research on the cognitive and behavioral impacts of violent video games have shown mixed outcomes, some nonviolent games have shown promise. While serious games have been embraced by educators in and out of the classroom, many questions remain. The Gamification of Education Infographic #gamification #edtech. Gamification increases engagement and retention levels - HRreview. Gamification is on the rise and has become one of business’ recent buzzwords.
But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. The concept, which borrows elements from game thinking, has been recently used to address challenges in different fields, such as recruitment, learning, employee engagement, and retention. Although the idea behind gamification has been around for a while, it is only in the last four years that attention has grown exponentially – up to the point that some critics report an abuse of the term. Market research, however, suggests that there is more beyond the hype. What seems to be evident is that gamification has brought tangible benefits to business, such as the ability to reach a larger audience, connect with prospective employees, and promote employer branding.
Article by Sergio Russo. Defining competencies via Gamification. Build out Learning Competencies through a Gamification Strategy – something simple and something that works!
Competency development is one of the most foundational and tricky areas of learning. Building out good competencies- which map to good learning, that map to good assessment- allows for a full feedback model that you can use to track learner development and understand and address knowledge gaps. The challenge with delivering training on a competency model after it is built out is that often times it is presented in a way that is much too formal for the average learner to get much use out of. Study Finds Gamers Are Better Learners. Gamification in Education: Top 10 Gamification Case Studies that will Change our Future.
Gamification in Education: What, How, Why Bother? Lee, J.
J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly which gamification techniques can provide meaningful interventions for today’s schools. Finally, we consider “why bother,” discussing the significance of gamification along with its benefits and risks.