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GAMIFICACION

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All Our Ideas - Bringing survey research into the digital age. British Journal of Educational Technology. BJET Policy Infographics Best EdTech Paper Award at BERA Annual Conference, 2016 We are delighted to announce that the winner of the 2016 Best EdTech Paper Award is Dr Louis Major of the University of Cambridge, for his conference paper titled 'Digitalised Dialogues Across the Curriculum (DiDiAC): Introducing TalkWall.' BJET would also like to commend Dr Diane Dalby of the University of Nottingham for her paper 'Enhancing Formative Assessment through Digital Technology'.

British Journal of Educational Technology

New Editors for BJET 26 May 2016 We are delighted to announce the appointment of a new editorial team for the British Journal of Educational Technology (BJET). Carina Girvan, Sara Hennessy, Manolis Mavrikis, Sara Price and Niall Winters will take over editing BJET from July 2016. As we enter the handover period, the team at Wiley would like to extend our sincere thanks to the interim team who have done so much to ensure the Journal is being passed on in such a strong position.

BJET volume 49 issue 2. Play maths, love maths. Kinect Sports in the Classroom. Kinect Adventures in the Classroom. Futurelab - Projects Archive - Console Games. ENGAGE Learning. Accueil. Game based learning - Using Glow and ICT. Case study with Jumpido and Kinect in 137th school, Sofia, Bulgaria.

Teachers from one of the Microsoft Mentor Schools talk about their experience with Jumpido The teachers and the principal of 137th school "Angel Kanchev" in Sofia, Bulgaria shared their experience with Jumpido over the last one year.

Case study with Jumpido and Kinect in 137th school, Sofia, Bulgaria

The school is one of the few mentor schools in innovation of Microsoft's "Innovative schools program - Partners in learning". Naturally, this means they have great experience with different educational technologies. This unique view point allows them to compare and evaluate the effectiveness of Jumpido and Kinect for Windows, which is now their favorite and most used software. The main reason for this is, of course, the children, as the principal Mariana Zakova puts it: Now [with Jumpido] the students come to school with increased interest... Creating the right environment Ms. In this respect Jumpido is a wonderful tool that helps educators create the school setting they want. Innovation as the successful school management approach Educational value in games. Redbridge Games Network. International Journal of Game-Based Learning (IJGBL): 2155-6849, 2155-6857: Education Journals.

Description The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning.

International Journal of Game-Based Learning (IJGBL): 2155-6849, 2155-6857: Education Journals

To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. EAI. Thank you for your interest in joining the European Alliance for Innovation (EAI) - Strategic Forum initiative.

EAI

Please fill in the form. Fields marked in bold and with an asterisk are mandatory. A confirmation will be sent to the contact person’s email address given in the form. The EAI Secretariat is processing all applications on a regular monthly basis. Please note that no membership fees are planned yet. Please note, membership of EAI Strategic Forum is not available to individuals but to representatives of organisations or companies.

Institutional Membership benefits. IMAGINE Conclusions and recommendations 2010-3.pdf. Gamification. Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience.

Gamification

It does not aim at creating a game but offering a gameful experience. In a broader sense gamification also includes game context such as in serious games and finite and infinite games.[20] Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:[20] Techniques[edit] Gamification techniques strive to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure. Another approach to gamification is to make existing tasks feel more like games.[27] Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge,[28] and adding narrative.[27] Applications[edit] Gamification has been widely applied in marketing.

2014-nmc-horizon-report-he-EN-SC.pdf. GIS_HANDBOOK_ES.pdf.

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