100 GBL Resources. Category: Lessons With Games - ELT Sandbox. Enterprise Gamification Consultancy - An Overview of Gamification in Recruitment. Standard job interview questions, used by many recruiters and managers, seem to be really ill fitted to predict a candidate’s future performance.
According to professor Allen Huffcutt from Bradley University, who’s been studying job interviews for the better part of the past 20 years, identified a number of problems with the recruitment process in general and the interview process in particular. In several blogs about the gamification score we talked already in length about how unrelated to facts today’s evaluation processes for employees are. But the problem starts way early, during recruiting. Typical interview questions are ignoring highly relevant information.
Huffcutt identified the following 10 questions as the most common in job interviews: Why should I hire you? With the exception of 6, every other question is about semi-insightful, self-evaluative, predictive or past information, where candidates either cannot or will not give a true response. Recruitainment Recruiting Freelancers. GlassLab. Today we launched an exciting new research and development initiative in partnership with Electronic Arts that aims to transform learning and assessment practices through digital games.
Named GlassLab, the effort will explore the potential for digital games to serve both as potent learning environments and as real-time assessments of student learning. The Lab’s work is focused initially on assessments that track learning gains in middle school students against the Common Core State Standards and key twenty-first-century skills, like systems thinking, perseverance and creative problem solving.
Located on the Redwood Shores campus of Electronic Arts near Redwood City, California, the Lab will draw on top Silicon Valley talent to produce innovative digital games, both modifications of existing commercially successful titles as well as original mini-games designed and developed at the Lab. Check out this video interview about GlassLab. Read more about the work of GlassLab. Gamification. The 100-Second Guide To Gamification In Education. 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.
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. Here is a short introductory tutorial on Socrative. Thursday’s Trending e-Learning Topic: Gamification - Lectora. This Thursday, the trending topic is Gamification!
Gamification makes learning more engaging by using game mechanics and game thinking in a non-game context—like e-Learning courses. Statistics show that gamification can lead to a 100% to 150% pickup in engagement metrics. If you’re looking to join the gamification trend, you’ve come to the right place! Read on to discover awesome tips that will help you gamify and add engagement your next e-Learning course: Now that you’ve got the scoop on gamification—plus tons of valuable resources—you’re ready to gamify your next e-Learning course.
The Gamification of Education Infographic #gamification #edtech. Gamification and Serious Games in Organizational Learning Infographic. Adult Education Infographics Gamification Infographics The Gamification and Serious Games in Organizational Learning Infographic illustrates trends in gamification and serious games for organizational learning.
From 551 people that completed the ASTD survey: 25% use gamification in learning20% use serious games in learning Also, it demonstrates the difference between gamification and serious games, and also outlines their top three applications such as: 49% standard training for all employees,42% new employee orientation/onboarding, and34% high-potential employee development programs. Last but not least, gets you thinking about how gamification and serious games could improve role play for leadership, management, customer services, sales development and general soft skills improvement programs.
You may also find valuable, The Learning Professionals’ Free Gamification eBook. Via: www.astd.org. Gamification Is The New Corporate Performance Management. Performance Management Systems Motivate Managers Well.
Employees are Often Left with No Effective Performance Management. Yet, the same process and detailed encouragement to hit targets is, in most cases, completely absent from the lives of lower level employees. Gamification implementation can emulate successfully, a corporate performance management system, and align the employee well. Imagine a trucking company. Let’s think about how its managers are engaged in meeting corporate goals. For over a decade, many enterprises have practiced engaging managers with corporate business strategy and goals. Now let’s think about the non-managerial employees in the trucking company: the drivers. They are also tracked and measures– but they are presented with simpler goals, quotas perhaps. We must ask ourselves whether the trucking company can do a better job at driving its employees’ performance. Actually, I spoke to a trucking company today. Made With Play: Game-Based Learning Resources.
Resources by Topic: Intrigued by game-based learning, but not sure where to begin?
Edutopia's series takes a look at game-like learning principles in action and commercial games in real classrooms -- and offers tips and tools for bringing them into your own practice. The Made With Play series is a co-production with Institute of Play; visit their website for many more resources around game-based learning for both educators and parents, including a comprehensive games and learning reading list (PDF). These videos were made possible through generous support from the Carnegie Corporation of New York, the Bill and Melinda Gates Foundation, and the John D. and Catherine T.
MacArthur Foundation. GTD. How Games Lead Kids to the Good Stuff: Understanding Context. Getty Part 2 of MindShift’s Guide to Games and Learning.
Those who still think of content as the driving force of education may not be ready for game-based learning. What do we mean by “content”? In this age of digital media, “content” is what web designers, TV producers, and media moguls talk about. Articles, TV shows, YouTube videos, photos — that’s all content. The underlying assumption of an education system that relies so heavily on test-based assessment is that content is what matters. Iable artifacts.