Game Based Learning vs Gamification. Gamify Searching Google Drive. Want to learn how to search Google Drive? I am presenting at the NJECC Conference in January. I thought I would use this as a chance to try out gamified Professional Development. One of my sessions is on “Searching Google Drive.” For this I utilized the template I posted earlier for having PD participants level up and earn badges.
Click Here to view a copy of the game template. I have listed some challenges (tasks) for searching your Google Drive. As you complete the tasks you will want to place an X in the left hand column. Look at the bottom of the spreadsheet for the “Badge Display” tab. NOTE: Please do not publish my templates to your blog. Feel free to utilize the PD generic template or my searching Google Drive gamified PD spreadsheet when providing your own Professional Development workshops or when creating activities with students.
Graphite : What's important when choosing... How to Choose Learning Games That Don't Bore Kids. Student voices shape the way we rate and review on Graphite. Common Sense Media intern Sophia Dalal recently interviewed her 14-year-old brother, Kavi, about what makes a game great for learning. She also ran focus groups with more than 20 teens to understand how they evaluate learning games. Here's what some of these savvy kids had to say. Q. What makes a game great for learning? Kavi, 9th grade: There are textbooks that try to teach you things like history or algebra just with the facts. Maya, 7th grade: It's important to have a balance between learning elements and how fun a game is.
Joby, 8th grade: You need to have some influence over what happens in a game. Q. Kavi: What's really engaging for me is the story. Tess, 8th grade: Creativity is what I love in games because I like to make things. Katherine, 8th grade: I think humor makes games really engaging. Q. Lionel, 8th grade: Competition is important. Joby: The goal of a game should change over time. Q. Q. Gamification – getting started Part I | mrmatera.com. “The opposite of play isn’t work. It’s depression” Brian Sutton-Smith Gamification… Most students would agree that school is a game and that it’s a poorly designed game. Think about it – school has all the core components of games: points, levels, and rewards, just to name a few. Each level presents challenges in the forms of tests, quizzes, and papers that students must master to successfully prepare for future levels.
That said, why is school not nearly as engaging as a game? Video games are all about engagement. Gamification is the idea of using the motivational aspects of gaming into a task. Alfie Kohn, American author and lecturer who has explored a number of topics in education, thinks that students should learn without external motivation. My Start… Last year I started to experiment with gamification. Once the unit started, I was blown away by the explosion of student-generated materials. I challenged students to create their own projects on ancient Greece. Contact Me… Lifehacker. Smart Gamification: Seven Core Concepts for Creating Compelling Experiences.
Games are infiltrating every aspect of daily life – and everyone’s now a gamer, in one form or another. Early-on “gamification” involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that’s not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. Gamification 2.0 is about creating game-like digital services that shape real-world behavior and deliver deep value to players, — using a blend of intrinsic and extrinsic motivations.
In this talk, we’ll do a teardown of the biggest and most influential social gaming services, and distill those lessons into these Seven Core Concepts for Smart Gamification. 1. 2. 3. 4. Games: A Textbook for Digital Best Practices. Shared from The Huffington Post by Michael Levine | Written with Alan Gershenfeld, Founder and President of E-Line Media The White House recently announced two major initiatives in learning and technology -- these "digital seed capital" efforts are "down-payments" to jumpstart innovation and break a two decade long cycle of snail-like reform. The first is a digital textbook initiative; the second is a new games and learning effort. There is an important link between these two developments: in the migration from paper-based 20th century textbooks to 21st century digital "textbooks" there is a great deal the education sector can learn from the game industry.
While at first glance this might seem like an odd connection, we believe that there is a unique alignment between the core elements that make video games deeply engaging and the potential for new, research-based, digital textbooks that are adaptive, relevant, engaging and capital efficient. New evidence from the U.S. Michael H. Construct 2: A WYSIWYG editor for HTML5.