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3 Reasons NOT to Gamify Education | Gradebook. Gamifying education is all the rage right now. Applying game mechanics skillfully is almost a fail-proof way to engage students and incentivize learning. Students sit quietly in their spots for the Super Student Badge; they line up when the bell rings to get 5 points; they see their Star Bank growing with each answer they get correct in an online educational app. We even hosted a whole session on gamification at our SF Edutech Meetup as members clamored to discuss the promising yet entirely intriguing topic.

I’ve been a student and a teacher, and there’s no doubt in my mind that infusing school with competitive gaming antics can boost test scores and set the tone for perfect classroom management, but in some ways, I agree with Professor and Video Game enthusiast, Ian Bogost, that “gamification is B.S.” and here’s why… 3 Things to Consider Gamification is a highly psychological principle that is easily marketable. 1. 2. 3.

Let’s hear from a stellar teacher This debate isn’t over. The 100-Second Guide To Gamification In Education. 5 Reasons We Use Social Media 9.81K Views 0 Likes There are many reasons we use social media. From the basic to the more advanced, the tool is simply ubiqutious and addictive. This infographic sheds some light for us all. Gamification Classroom. Gamification | Educational Gaming Commons. In addition to the “fun” aspect of gaming, there are a lot of additional mechanics that are added to games in an effort to make them more compelling for the player.

Some examples of these kinds of “game-like elements” include but are not limited to points systems and leaderboards, achievements and badge systems, narrative, progress bars and meters, choice systems and more. The process of adding these gamelike elements to non-gaming activities is known as gamification, and ultimately its about making an experience more compelling. Weight Watchers, Nike+, credit card reward programs, FourSquare and shopper loyalty cards are just a few common examples of ways that gamification has taken root in our every day lives. Can pieces of games change behaviors in ways that education can benefit from? The EGC is in the process of exploring this question right now. Additional Resources.

ClassBadges Is A Free Way To Gamify Your Classroom. Looking to find a new, simple, and free way to gamify your classroom? There a new web tool out that you should probably know about. It’s called ClassBadges and it’s a free online tool where teachers can award badges for student accomplishments. Teachers can set up an account and award the badges whenever they wish. Pretty straightforward. Request an invite to create an account (it looks like right now, they’re working on handling a higher capacity of users), and once you do, you’ll be able to create a class list. You’re able to choose what badges are awarded (and they’re customizable!) See Also: The 50 Best Videos For Teachers Interested In Gamification. Three Ways Game-Based Learning can be a Helpful Tool. “A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.”

Jane McGonigal, Reality is Broken: Why Games Make Us Better and How They Can Change the World Game-based learning is fast becoming a trend in education. Teachers across the globe are experimenting with not only using games, but also game mechanics in the classroom. Games as Assessment: As students play games they are being assessed on their progress, provided feedback, and allowed to try again without fear of failure. Games as Engagement: Games are carefully and intentionally designed environments that create flow—the balance between challenge and progress. Authentic Learning Experiences: James Paul Gee, game-based learning advocate and guru refers to this as “situated learning.” Games can be another tool for engaging in rigorous and authentic learning. Game-Based Learning Stories Based on Minecraft. Middle School Minecraft | Imagine the possibilities…

An Augmented-Reality iPhone App Brings Minecraft Objects to the Real World. Fans of augmented reality and Minecraft, a game that lets players build things with virtual blocks, can now mash the two together. As Wired and others have noted, the minds behind Mindcraft have come up with a new iPhone app, Minecraft Reality, which for $1.99 lets you insert your Minecraft creations into the real world—through the lens of your smartphone’s camera, of course. Lamely, it seems that you must go through the Minecraft Reality site to save your own creations in a place where others using the app can discover them later on, but the app includes a number of sample objects you can place anywhere you’d like, such as a castle, battleship, or Ford Mustang.

Users (who should be sporting an iPhone 4S or 5, according to the app’s maker) can also share an image of their juxtaposed fantasy-reality with friends. I tried it out briefly by plopping a Mustang down on my desk. Effects of Video Games on our Brains ? I am really getting confused here. Just last month I posted an article entitled " Do Video Games Make Kids Violent ".

This post was mainly inspired by the book I have read for Paul James Gee ( What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition ) . To see why I am confused . read the excerpt from Gee's book and look at the facts included in the infographic ( from online universities below particularly in the second section labelled " The effects of violent video games ". Here is what Paul Gee said about video games in pages 11-13 " None of the current research even remotely suggests video games lead to real-life violence in any predictable way. In my view the issue of violence is overblown ( especially in a world where real people are regularly killing real people in wars across the world that we watch on television ). Now read the facts included in this infographic and compare the two. 5 Excellent Resources for Sploder Game CreatorElectronic Brains. In my previous story, I wrote about the benefits of using Sploder Video Game Creator to support children and adolescents in the development of critical thinking skills in an exciting and engaging way – through games!

Below, I have listed five websites that will provide you with additional information and resources. 1) Sploder! Wiki For students who really begin to catch the Sploder bug, the Sploder Wiki is a great place to connect with other members. 2) Teach Web 2.0 This wiki is created by teachers in order to deliver and share information about Web 2.0 tools. 3) Innovations Wiki This is a wiki where teachers post and share Elementary and Secondary lesson plans and ideas related to technology. 4) CommonSense Media This website review provides information and ratings about Sploder’s language use and content. 5) Screencasts for Sploder.com Users can watch video tutorials to learn new tricks, tools, and strategies.

Did you find this article helpful? Apps to turn your class into iPad game developers! Whether you teach KS1 or KS2, there are apps that will have your class totally enthralled as they create their own iPad games. As a great cross curricular tool, these apps will have the creative juices truly flowing as your children design their own games. If you teach Key Stage 1 - the app Tiny Tap is a superb child friendly app that allows children to make quiz like games from photos, pictures from the web or drawings. The app allows the children to either take a photo using the iPad camera or search the internet or use the in build drawing tool to capture a picture. The children can then record themselves asking a question before circling the correct answer on the picture. When I first used this app, I let the children make a quiz about themselves to really get themselves used to the app.

With older children the app "Sketch Nation Studio" combines both the children's ICT and Art skills for them to create their own iPad games. Free Tools to Incorporate Game-Based Learning. As I work with teachers to implement game-based learning (GBL), they are always looking for any free tools that exist. While some are willing to pay for iPad game apps or using the Kinect, these tools often cost money. Luckily, there are many tools out there that are free and that teachers could use in the classroom as soon as tomorrow. Some of these tools are not only the games themselves, but also lesson plans and ideas for using the game in the classroom. Here are some of my favorite free GBL tools. iCivics Many of us know of iCivics, founded by former Chief Justice Sandra Day O'Conner to improve civics education.

MangaHigh Math is the focus of Manga High. BrainPop BrainPop has an excellent selection of games to teach a variety of subjects. Teach With Portals I challenge anyone to play Portal and not feel engaged. These are just a few of my favorite GBL tools that I have used and played. This blog is part of a series sponsored by TEQ. How I turned my classroom into a ‘living video game’—and saw achievement soar.

By Joli Barker Read more by Contributor March 12th, 2013 In this innovative environment, students are active players in their own educational game. The notion that struggling and failing is important to learning runs counter to traditional approaches to U.S. education. In fact, failure and its accompanying “F” grade stigmatizes a student as unprepared or “challenged” and is usually seen as a predictor of failure in future grades. In the world of gaming, however, the very elements of struggle, challenge, and failure that discourage kids in the classroom become the primary drivers of engagement and achievement.

In 2011, after 14 years of teaching, I decided to transform my second grade classroom into a living video game. How to keep the attention of students is an ongoing topic of conversation among educators. I use QR codes and augmented reality codes to help students move independently from one activity to the next. The Gamification of Education? Yesterday, at the SXSWedu conference in Austin, Amplify, the education division of News Corporation, debuted a new tablet computer. The tablet was presented by Joel Klein, the former chancellor of New York City schools who is now the CEO of Amplify, report the New York Times and others. Amplify bills the tablet as the only one designed for K-12 education.

It starts at $299 with a $99/year subscription fee. In terms of hardware, the device is similar to ASUS Transformer Pad TF300TL, with a Tegra 3 quad-core chip. It runs on Android Jelly Bean, and there’s the option to give it 4G LTE. On the whole, at first glance, Amplify’s efforts are to be praised. And yet I have two concerns with the burgeoning role of tablets in the classroom. My second and perhaps more sweeping qualm came from this sentence in the Times report: “Outside the classroom, children can use it to play games, like one in which Tom Sawyer battles the Brontë sisters.” Gamestar Mechanic: Gamification Made Easy. Children in the 21st century experience media in ways that are vastly different from any previous generation.

Social networking, user-created content and video games provide a level of interactivity that was unthinkable a generation ago. As a result, educators are rethinking educational practices that have long been taken for granted. Many have come to the conclusion that the answers they're looking for lie in making video game design a central part of the curriculum. Proponents of game design in the classroom say that it promotes students' systems thinking, problem solving and critical analysis skills.

Best of all, including game design in the classroom drastically increases student engagement with the material, thus increasing achievement. Interestingly, even the Boy Scouts have taken notice of this trend and now include a Game Design Merit Badge as part of their program. VIDEO: Learning STEM Skills by Designing Video Games (Time: 06:40) Immersive Teaching Gamification. Octalysis: Complete Gamification Framework. (This is the Gamification Framework that I am most known for.

Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”). Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification.

The 8 Core Drives of Gamification 8) Loss & Avoidance. Game Playing in the Classroom: Common Concerns. I Give Up! I’m Finally Going to Gamify My FYC Class | Remixing College English. And I’m kind of excited about it. Okay. I’m ecstatic. I’m like a hardcore gamer two minutes before the midnight release of the latest Call of Duty. If you’re a regular reader, you know from one of my past posts that I’ve been avoiding the gamification bandwagon. So, what, you may ask, inspired the change of heart? The only way that I can describe it is as a perfect storm. First, there is the phenomenal success of my current second-semester FYC course, which is utilizing immersive role play and Second Life as ways to engage in critical analysis of the texts in our literature reader.

Students roleplaying in Second Life. Secondly, I’ve been playing more games myself lately. My yard in Blackwood and Bell. Next, I’ve recently discovered and become intrigued by interactive fiction (IF). Lastly, all of these things solidified into a single idea when my university announced that next Fall’s freshman read would be Tim O’Brien’s The Things They Carried. Where to start? Theme Scenario The game. Using Game Design to Further Your Education and Career. How Games Help Students Embrace Failure | Learn... What To Know About Google Play For Education. How To Gamify Your Classroom In 6 Easy Steps. Student Game Showcase Website from Mari Games Launched.

Mari Games. Game-Based Learning in Practice. SimCity. 3D GameLab | Heroic learning, come play! Facebook Highlights 5 Growing Gaming Genres in its Ecosystem. Can People Learn Empathy From Playing Video Games? Made With Play: Game-Based Learning Resources. How Virtual Games Can Help Struggling Students Learn. Game-Based Learning: Resource Roundup.

Scott Nicholson: Meaningful Gamification: Motivating through Play instead of Manipulating through Re. What is eLearning Gamification? What’s the Difference Between Games and Gamification? Kahoot! | Game-based blended learning & classroom response system. Transforming the Way We Learn: Four New Ways Kids Can Learn with Minecraft | K12 Parenting & Educational Resource Center. Video games that teach science. Games | Center for Game Science. Engaging Students with Game-Based Learning. Game-Based Learning & Simulations.