Study on behavioral economics and educational incentives advances debate on how to motivate students Newswise — Test performance can improve dramatically if students are offered rewards just before they are given standardized tests and if they receive the incentive immediately afterward, new research at the University of Chicago shows. Educators have long debated the value of financial and other rewards as incentives, but a series of experiments in Chicago-area schools showed that with the right kind of rewards, students achievement improved by as much as six months beyond what would be expected. The rewards apparently provide students with an incentive to take tests more seriously.
After spending three articles building up our toolkit to learn Chinese more efficiently, the time is now ripe to actually use all these to something genuinely useful. It’s time to make those long-term investments pay off. Of course, as I’ve mentioned before, learning characters isn’t a serial process, so you shouldn’t wait until you’ve finished the earlier steps before using the method I describe in this article. Here’s what you should have read already: This means that you should know why it’s important to know parts of characters as well as the meaning of individual characters. Do you feel ready?
Compare Studycard Studio to more complicated multimedia authoring products like, Macromedia Director ( $1199 ), Authorware ( $2999 ), SuperCard ( $179 ), Dreamcard ( $99 ), HyperStudio ( $70 ) or eZediaMX ( $99 ). With Studycard Studio you can create multimedia quizzes and flashcards in a fraction of the time, with less effort and save money . Studycard Studio has more features than any other Mac OS application for making and studying flashcards and quizzes. Studycard Studio is the only Mac OS-compatible application to offer a companion study application for Palm OS . Plus, the Palm OS application is free. <p style="text-align:right;color:#A8A8A8"></p>
La startup propose des modules ludiques dans lesquels la méthodologie de travail fait office de règle. Le but : faciliter le brainstorming et la compréhension de l'importance de réaliser des projets en commun. Si différentes personnes se trouvent dans le même bureau ou à plusieurs kilomètres de distance, différents outils leur permettent de travailler ensemble. Mais le font-ils vraiment ?
My GeekDad colleague James Floyd Kelly and I teamed up to do our investigative report on Ben Bertoli, who teaches sixth grade math, science and language arts in Indianapolis, Indiana. Ben’s launching ClassRealm , his project to gamify education through a customizable classroom management system built on role playing themes. Here is Bertoli’s official Kickstarter description: In simplest terms ClassRealm is a customizable web-based tool that can be used by teachers, students and parents to track student achievements, provide students with entertaining and educational adventures, as well as improve their overall academic performance.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Some play the same game over and over again — and occasionally, they even get out their 15-year-old Nintendo 64 to play some Zelda. Now, I am not a game designer. I actually don’t even play games that often. I am, though, very interested in finding out why a game can keep people occupied for a long period of time, often without their even noticing that they’ve been sitting in front of the screen for hours. I want my apps and products to affect my visitors in the same way.
Le terme "Gamification" (ou "Ludification") n’évoque malheureusement pas le sérieux dont mériterait le concept qui se cache derrière. Retour sur ce buzzword de l’année 2011.
Glisser du challenge dans chaque interstice du quotidien ? C'est tout l'enjeu de la gamification, nouvelle expression à la mode et alléchante potentielle machine à cash. La gamification est un des gros buzz du moment. En janvier 2011 s’est tenu d’ailleurs le premier “ Gamification Summit “. Elle consiste essentiellement à se demander ce qui nous attire tant dans les jeux, puis d’en extraire les recettes fondamentales, afin de les appliquer hors du cadre ludique. Au coeur de ce processus se trouve l’idée que le gain de points, l’acquisition d’un statut, sont des moteurs d’amusement suffisants pour encourager les utilisateurs à recourir à un service.