Gamification vs Game-Based eLearning: Can You Tell The Difference? The terms “gamification” and “game-based eLearning” are sometimes used interchangeably.
However, there are distinct differences between the two that all eLearning professionals should be aware of. In this article, I’ll compare and contrast gamification vs game-based eLearning and I’ll give you some useful tips on how to design an effective instructional strategy for each. 7 TED Talks about gaming’s potential. 1.
Gaming can make a better world Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how. 2. Gaming to re-engage boys in learning In her talk, Ali Carr-Chellman pinpoints three reasons boys are tuning out of school in droves, and lays out her bold plan to re-engage them: bringing their culture into the classroom, with new rules that let boys be boys, and video games that teach as well as entertain. 3. 4. 5. 6. 7 ways games reward the brain We’re bringing gameplay into more aspects of our lives, spending countless hours — and real money — exploring virtual worlds for imaginary treasures. 7.
Why Video Games Matter (ALA Webinar). I recently had the awesome opportunity to share a brief presentation I called Why Video Games Matter as part of Barbara Stripling’s “Libraries Change Lives” webinar series through the American Library Association.
This month's focus was on STEAM Learning, a framework for teaching across the multiple disciplines of Science, Technology, Engineering, Arts and Mathematics. An excerpt from the press statement read: Libraries of all types are breaking new ground with innovative approaches to STEAM learning. Nationally recognized speakers include Justin Hoenke, Chattanooga Public Library (Tenn.), Margaret Portier, Fayetteville Free Library (N.Y.) and Matthew Winner, Ducketts Lane Elementary School (M.D.).
3 Ways Coding and Gaming Can Enhance Learning. Coding isn't just for computer science any more.
Educators are finding that teaching students to write code and design games enhances learning and creates engagement. These examples illustrate how coding and games are being used across the curriculum and at all levels, as well as why great teaching is at the very heart of this innovation. Connecting With Each Learner: Inform7 (Interactive Fiction for High School) Imagine a weather-beaten oak door.
He’s got game: Shead High School teacher offers course in online gaming — Down East. Tapping Into the Potential of Games and Uninhibited Play for Learning. Part 1 of the MindShift’s Guide to Game-Based Learning.
By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers. Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Welcome to The Sports Network 2. How quest-based learning is improving student achievement SmartBlogs. There is a common imperative given to teachers to leave no child behind.
This alludes to getting all of our students to similar levels of proficiency by year’s end. But in a system that relies on a traditional linear grade book approach to learning, is ensuring that no child be left behind actually keeping them from accelerating their education? According to proponents of quest-based learning, the answer is yes. 20140127-20140206 Gamification. Student-made Video Games Promote Science Literacy. A MiddleWeb Blog I’ve written a few times here in this MiddleWeb space about a video game design project that I do with my sixth graders each year to tap into their interests and to connect writing and media to science.
We are now coming to the tail end of that unit, which means that most students have completed designing, building and publishing their science-based video games. Now all I have do is play about 55 video games and assess them. As you can imagine, that takes a bit of time and patience. Actually, you don’t have to imagine. Some back story There are a few things you should know before hitting the play button. This unit has unfolded over about five weeks time, but not every moment of class time is spent on gaming (although they would like that). Most of our video game design work is done on a site known as Gamestar Mechanic, which I can’t write enough good words about.
More educators turning to educational gaming. Engaging forms of educational gaming offer real-time data, individualized learning opportunities Educational gaming has been present in classrooms and schools for more than a few years, but is gaining more recognition as school leaders search for ways to engage students and gather data that offers meaningful insight on student learning.
Educators often have different definitions for educational gaming, ranging from a gaming-focused educational software to an immersive, multi-player environment. And while gaming isn’t the only way educators can reach students and tailor instruction accordingly, it can be an engaging and unique option for school leaders to explore, some experts say. “Educational gaming is good for most kids, for some things, some of the time,” said Dan White, CEO at Filament Games. “It’s not going to be a silver bullet, but [can be beneficial] used in conjunction with other things.” The Latest Tools for Teaching STEM: Video Games. Video games often get a bad rap as a time-sucking tool of procrastination, but users' fascination with this form of entertainment can be harnessed for learning, particularly when it comes to the fields of science, technology, engineering and mathematics (STEM).
No, playing Candy Crush and Angry Birds didn't just become the equivalent of doing homework (sorry), but a rapidly growing industry of educators, developers and innovators have produced a raft of ways to learn through gaming. It's no exaggeration to say that these digital pioneers are truly reinventing the wheel when it comes to teaching techniques. "We have the ability to simulate complex systems and allow people to interact with those systems," says Karen Cator, CEO of Digital Promise, a nonprofit authorized by Congress to spur innovation in education. Case in point: The University of Washington created a game that ended up solving a key problem to AIDS research. Through SimCityEDU: Pollution Challenge! Teachers finding games give a leg up on learning. Heidi McDonald saw her fourth-grade son, Ian, growing bored while memorizing his multiplication tables and figured he would make better progress if she could make the exercise fun.
As an educational video and computer game designer for South Side-based Schell Games, Ms. McDonald is used to building educational concepts into games. For Ian, instead of creating a new game, she used his favorite computer game, Minecraft, as the learning vehicle. Together, through the game, they built structures with brick walls, with Ms. Computer Games in the Classroom.
Why They Love to Learn. GameMaker: Studio™ Kodu Game Lab - Microsoft Research FUSE Labs. An overview of Kodu. (Click to play) Kodu lets kids create games on the PC and Xbox via a simple visual programming language. Kodu can be used to teach creativity, problem solving, storytelling, as well as programming. Is Gaming the New Essential Literacy? Digital Tools Teaching Strategies By Aran Levassur “When people learn to play video games,” said James Paul Gee, “they are learning a new literacy.” This is one of the reason kids love playing them: They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges. And one that feels more congruent with the nature and trajectory of today’s world. As our commerce and culture migrates further into this emerging digital ecosystem it becomes more critical that we develop digital literacy, of which video games inhabit a large portion.
Gee, a linguist and professor of literacy studies at Arizona State University, thinks we should expand the traditional definition of literacy beyond reading and writing because language isn’t the only communication system available in today’s world.