background preloader

Gamification

Facebook Twitter

Welcome - The Brooklyn Strategist - Game Center, Cafe, Social Club - New York. Games in the Classroom: Overcoming the Obstacles. Brad Flickinger/Flickr Part #20 of MindShift’s Guide to Games and Learning Series Even for educators who are excited about using games in the classroom, questions inevitably come up around the very real obstacles to implementation, and strategies for overcoming them.

Games in the Classroom: Overcoming the Obstacles

A recent survey from the Games and Learning Publishing Council asked 700 teachers to identify and rank the major barriers to using games in the classroom. Here are the top 10 obstacles they list and ideas about how to overcome each one. 1. Forty-five percent of teachers surveyed reported that insufficient time is a barrier to implementing game-based teaching strategies. 2. Forty-four percent of teachers surveyed reported that cost is prohibitive. 3. Thirty-five percent of teachers surveyed reported that they lack the technology resources to introduce game-based teaching strategies. 4. Thirty-four percent of teachers surveyed reported that it’s hard to find games that fit the current curriculum. 5. 6. 7. 8. 9. 10. Related. How Virtual Reality Meets Real Life Learning With Mobile Games.

Participatory games let students see archival footage of events that happened in the places where they stand.

How Virtual Reality Meets Real Life Learning With Mobile Games

(Rosenfeld Media/Flickr) The buzz around games and learning has mostly focused on how educators can learn from game structure to create engaging learning experiences. Or else, educators are experimenting with video games meant to help students practice academic skills. Less attention has been paid to a niche of mobile gaming seeking to bridge the gap between the screen and the real world — pervasive gaming. Trying Out Gamification In the Classroom? These Tools Are For You. Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days.

Trying Out Gamification In the Classroom? These Tools Are For You

The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure. But where should you start in terms of finding the tools that will actually help you out? PBS Learning Media thought it might be useful to give you a little help in that department. Games in the Classroom: Overcoming the Obstacles. MindShift's Guide to Game-Based Learning. MindShift Guide to Digital Games and Learning How can games unlock a rich world of learning?

MindShift's Guide to Game-Based Learning

This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.

About. Our world is changing so quickly that we can only begin to imagine what the future will hold.

About

But we are failing to teach our kids the skills and knowledge they need to succeed in today’s world. So how will we prepare them for jobs that haven’t even been invented yet? The real work of a 21st century education is to spark the passion for lifelong learning that our kids will need to navigate their way to a promising tomorrow. The education crisis is a crisis of engagement and it is putting our society’s future at risk. Percent of people who report feeling engaged in school or work Sources: Gallup Student Poll, 2012; Gallup, State of the Global Workplace, 2013. Gamification: Creating new education tools by applying video games to classroom learning.

Games in the Classroom: Overcoming the Obstacles. Where passion, play and technology intersect. Educators have got to be some of the most passionate people on the planet.

Where passion, play and technology intersect

Take one look at the way they pour themselves into helping others, and it’s hard to imagine a profession more infused with passion. Why, then, isn’t that passion rubbing off onto more students? Why do so many people reach adulthood and launch their careers, only to realize years later that something essential is missing from their lives? Math, Science, History: Games Break Boundaries Between Subjects. Maison elfique Part 3 of MindShift’s Guide to Games and Learning.

Math, Science, History: Games Break Boundaries Between Subjects

For far too long, school has organized learning into divided disciplines: English, science, history, math, and so on. It seems fine because we’re all used to it. The problem, however, is that students then internalize a divided conception of knowledge; they’re conditioned into a view of life where specialization reigns. (8) Active Learning. on Pinterest. How To Choose A Learning Game. Getty Part 17 of MindShift’s Guide to Games and Learning Many teachers are excited about trying games in the classroom but don’t know where to begin.

How To Choose A Learning Game

The landscape of learning games is vast and confusing — and it’s growing and changing rapidly. 3 Edtech Tools You Can Use To Gamify Your Classroom. Gamification is one of the buzzwords in education right now, and for a good reason: Gamification is empowering, exciting, and under the right circumstances can be the disruptive innovator many teachers desperately need in order to change the dynamics between knowledge and the learner.

3 Edtech Tools You Can Use To Gamify Your Classroom

There is an explosion of EdTech tools destined to gamify the classroom, most of which are web-based, while others come in the form of an app. Understandably, a teacher might wonder what is the best way to navigate through this sea of new, and subsequently, not thoroughly tested activities and tools. Throughout the school year I tried several game-based platforms with my students. Here are three game-based classroom solutions that helped me transform my fourth grade classroom into a dynamic learning environment.

All three tools are completely free. Socrative The first, and probably the most popular game-based classroom platform is Socrative. World of Warcraft Finds Its Way Into Class. World of Warcraft Students’ passions can be a powerful driver for deeper and more creative learning.

World of Warcraft Finds Its Way Into Class

With this knowledge, some educators are using popular commercial games like World of Warcraft (WoW) to create curriculum around the game. Video Games and the Future of the Textbook. Amplify’s digital offering includes a dramatic reading of Edgar Allen Poe’s “The Raven” with animation. Part 16 of MindShift’s Guide to Games and Learning The textbook is a problem that consistently plagues classrooms. At best, textbooks are innocuous, offering simple summaries of a very broad subject area. At worst, they oversimplify things, providing less information than an encyclopedia article without enough nuance or context to make it meaningful. One study showed that when students read textbooks, they tend to retain “absurd” details, but fail to “grasp the main point.” 4 ways games make it ‘OK to play’

Games are gradually losing their stigma as more learning benefits emerge While technology is a powerful learning tool, there are still concerns about how tech tools are used, as well as how much screen time young children should experience. But devices such as tablets, smartphones, and computers can be a powerful part of child development, especially through interactive experiences and games. “Everybody is starting to understand the power of games, and they’re remembering what is fun about them—what’s fantastic about games is that we can use them at any point in time,” said Barbara Chamberlin, project director at the New Mexico State University Learning Games Lab. “Games offer immediate feedback, you can see your progress, you can try something and be frustrated but later learn more…that’s why game play is so engaging to us,” she said.

30 Facts About Gamification That Teachers Can’t Overlook. 30 Facts About Gamification That Teachers Can’t Overlook. 100 Great Game Based Learning and Gamification Resources » Heroic learning, come play! Getting Started With Gamification. This is the first in a three-part series on Gamifiying Your Instruction. The series is written by Karl Kapp, professor of instructional technology and internationally known author of two books on gamification, both co-authored by ASTD.

Imagine you have just been assigned the task of “gamifying” some of your training program. Level Up: Video Games Are The New Educational Hack - ReadWrite. Video games are often at the center of negative press for their effect on children. But that's not the only story that can be told. Video games used as teaching tools can change lives and impart excellent skills. With news of any youth in possession of a gun or worse being the perpetrator of a shooting, the eyes of the world fall on their consumption of media: What video game did that child play last?

Names like Grand Theft Auto and Call of Duty have become synonymous with a supposed cultural degradation, the blame of many for the rise of youth violence and gun homicides. But children can also learn from the creation of and interaction with video games dispelling the harsh stigma of the child/video game complex and bringing a revolution to the educational system. 20 Serious Games For School. This content has been archived. It may no longer be relevant Rather than being designed for entertainment, serious games are made with a specific objective in mind. In education, this includes games designed to teach students a specific set of skills or an important concept. Instead of simply placing users in a fantasy world, they are provided with real-life experiences and scenarios, making the learning that takes place within the game extremely relevant. Are Video Games the New Docs? – Point of View Magazine.

VIDEO GAMES AND DOCUMENTARIES may seem to occupy different ends of the media spectrum. Possible Worlds. How Gamification Can Help Boost Engagement at Your Startup (Infographic) Roughly 70 percent of companies trying to make big changes to their operations fail--not because the strategy itself was bad, but because they couldn't engage their employees (or customers) enough to get on board, according to Gartner. 5 gaming dynamics that truly engage students. From Angry Birds to Minecraft, gaming holds extraordinary potential for today’s students. - Gamify Your Class Level II: Leaderboards. After creating a Total Points XP Grading system, the next step in creating a successful Gamified classroom is implementing Leaderboards. By popular demand, I’ve made my leaderboards available for purchase on Teachers Pay Teachers.

My leaderboards build on the work of the amazing Mike Matera (@mrmatera), who is someone you should be following if you are into Gamification. - Gamify Your Class Level II: Leaderboards. Chess Impacts Students - Public Engagement & Ed Reform. Literature, Ethics, Physics: It’s All In Video Games At This Norwegian School.

Aleksander Husoy’s classes use video games as text and context at the school in Norway. By Paul Darvasi A group of Norwegian high school seniors sit in religious studies class, absorbed by a moral conundrum unfolding in the midst of a zombie apocalypse. Their teacher, Tobias Staaby, is screening a scene from the critically acclaimed video game, The Walking Dead, which depicts a knotty ethical dilemma confronting the group of rag-tag survivors: Supplies are running low and only four food items are left to ration, but there are 10 hungry mouths to feed.

Who should eat? How Family Game Night Makes Kids Into Better Students - Jessica Lahey. There has been a lot of recent attention focused on the importance of executive function for successful learning. Many researchers and educators believe that this group of skills, which enable a child to formulate and pursue goals, are more important to learning and educational success than IQ or inherent academic talent.

Role-playing games: all human life is there … or so it sometimes seems. Whatever the format, Dungeons and Dragons is a journey into the imagination. Ingress, a Mobile Game From Google. From Mars to Minecraft: Teachers Bring the Arcade to the Classroom. Argubot Academy. Gamification vs Games-Based Learning: What’s the Difference? So, all this games stuff. You know it’s important because the market for learning games is $3.9 billion, and will be $8.9 billion by 2017.

Prensky%20-%20Ch1-Digital%20Game-Based%20Learning. Erm0620. Minecraft Summer Camp Learn by Gaming Minecraft Camp. - Postmortem: Gamification Data Dump. I thought I would dump my yearlong Gamification data, side-by-side, and give my thoughts. This is the first side-by-side comparison I’ve done on my data, so let’s do it together! First, I must apologize. Like an idiot, I accidentally deleted my third marking period data. I can say, though, it showed a general continuation of MP2. A few percentage points growth/decline in either direction. So, that being said, let’s get after it! I polled my students’ initial reaction to my class being a game on the fist day of school. Here is the first set of questions I asked, spread over four (three) marking periods. Games Can Advance Education: A Conversation With James Paul Gee. Considering the Customer: Board vs. Digital Games for Teaching. Games Can Advance Education: A Conversation With James Paul Gee. ED Pulse Poll Results: How Do You Use Digital Games in Your Classroom?

Games In The Classroom: What the Research Says. 3 Edtech Tools You Can Use To Gamify Your Classroom. Digital Games and the Future of Math Class: A Conversation With Keith Devlin. How Games Lead Kids to the Good Stuff: Understanding Context. Game-Based Learning. Teachers Surveyed on Using Games in Class. Benefits of Gaming: What Research Shows. CyGaMEs Selene. Cultivating the next generation of learning. How games can engage students and improve learning. Teachers Turn to Each Other to Select Digital Learning Games, Survey Finds. Surprising Insights: How Teachers Use Games in the Classroom.

How a Classroom Game Becomes an Embedded Assessment. Getting Started With Gamification. Making Games: The Ultimate Project-Based Learning. Game Design Finds a ‘Sweet Spot’ with Education. Three Awesome Games That Help Kids Make Games. Classcraft makes the classroom a giant role-playing game. Good Web Tools to Create Educational Games for Your Class. The game machine. Can Games Make High-Stakes Tests Obsolete? Social And Emotional Benefits Of Video Games: Metacognition and Relationships. Simulations Can Change the Course of History . . . Classes.

Teachers Take Game-Based Learning to the Next Level. Social And Emotional Benefits Of Video Games: Metacognition and Relationships. How a Classroom Game Becomes an Embedded Assessment. Teachers Take Game-Based Learning to the Next Level. Using games to measure student skills. 8 examples of how gaming is changing education. Extra Credits - How Games Prepare You for Life - Education: 21st Century Skills. ElectroCity. How a Classroom Game Becomes an Embedded Assessment. Ten reasons why game based learning works in education. What Can Educators Learn from the Gaming Industry? Great Game-based Learning Tools and Apps for Teachers. 9 Techniques For Online Educators To Gamify Their Digital Classrooms.

- Gamify Learning: 20+ Resources. Tapping Into the Potential of Games and Uninhibited Play for Learning. - Gamify Your Class Level I: Xp Grading System. Gaming for social good is more than an ethical diversion. Tapping Into the Potential of Games and Uninhibited Play for Learning. Games. - Gender Gap Shrinks Among Students Playing Digital Games. - It’s A Dangerous Business Going Out Your Door.

Game on: 5 Ways to Boost Learning through Play. Money, Time, and Tactics: Can Games Be Effective in Schools? The Ups and Downs of Game-Based Learning. Testing Embedded in Digital Games Yields Key Data - Education Week. Forget Gold Coins and Badges: The Real Value of Video Games for Learning. - Top 100 Sites/Apps for Game Based Learning. Atari Founder Nolan Bushnell Talks Gamification in ED – Part I.

Gamifying Education: Do We Know How to Gamify the Classroom?