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Gamification

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5 Reasons to “Gamify” Your Class. What Teachers Really Think About Game Based Learning. A Must-Have Guide To Gaming In The Classroom. Minecraft In Education: Pros And Cons 7.82K Views 0 Likes In an effort to weigh the benefits of Minecraft in education, I turned to the proverbial crowd on Reddit to see what they had to say about the popular game. 10 Ways To Become A Better Online Learner 7.74K Views 0 Likes There are some quick and easy ways to become a better online learner. The 11 Best Online Colleges By Category 2.77K Views 0 Likes. Gamification in Education 2012. Gamification was definitely an important trend this year and it looks like it will continue to make an impact not only on marketing but also on education next year.

The term “gamification” has even made it to the US selection of Oxford’s shortlist for the Word of the Year 2011! Gamification is defined by the Oxford University Press as the application of concepts and techniques from games to other areas of activity. Designing for gamification in education is not the same as as designing educational games.

It is more about translating and transferring what we know about the potential of games for captivating attention, motivating to do things and coming back for more in educational settings. “With the current state of school budgets, teachers interested in gamification can’t depend on state funding to provide their class with the technology needed for video games. Learning today happens everywhere, not just in the classroom. How Game-Based And Traditional Learning Are Different. There are several big movements underway that are worthy of debate and possible consideration as we look to help education become the 21st century, user-centered, on-demand, engaging, technology-centric activity that it has not been for much of its existence.

How Game-Based And Traditional Learning Are Different

Game-based learning (GBL), or gamification, is one of the models that commonly gets touted as a cure-all for the problems with education because of the popularity of gaming in our society (New Media Institute). While there are problems with the gamification movement as it currently stands, the model has several areas in which it differs sufficiently from traditional education to make it an intriguing possibility. Here is a look at several of those differences. Authenticity This is one of the most interesting and controversial areas where GBL can separate itself from what we see in the traditional classroom. Games have the potential to allow students to do exactly that. Creativity and Innovative Thinking.

Gaming as School Assessment? What can schools learn from why millions of people of all ages are turning to online gaming and online virtual environments?

Gaming as School Assessment?

I’ve been reading this book by Jane Mcgonigal on the effect of and reasons why millions of people of all ages are turning to online gaming and online virtual environments. Here’s Jane at TED summarizing the book in 15 minutes. The basic premise is that the continuous feedback and desire for self-improvement becomes the drive to continue. Koulu on jo peli. Opetuksen pelillistämiseen (gamification) liittyy paljon myyttejä ja väärinymmärryksiä, jotka opettajien ja opetuksen suunnittelijoiden on tunnettava.

Koulu on jo peli

Gamification, pelillistäminen, tuntuu olevan yhä useammin tarjottu ratkaisu melkein mihin tahansa koulutuksen haasteeseen. Saavutukset, badget, pisteet, palkinnot ja muut pelimekaniikasta kopioidut toiminnot päätyvät koulutukseen, mutta ovatko tulokset hyviä? If it's not fun, we're not interested. Kun "Käskemällä ei mitään saa", olisiko parempi käyttää "Innostumisen pedagogiikkaa"?

If it's not fun, we're not interested

Jotain tuolla pelipuolella on osattu tehdä oikein, kun "Suomalainen peliyhtiö Supercell kasvaa valtavaa vauhtia" ja Rovion lisäksi muutkin pelifirmat menestyvät. Koulussakin menee hyvin, mutta muunkinlaisia merkkejä on näkyvissä. Mikä on se virhe, joka pitää korjata? Pelillisyyttä ja osallistavaa opetusta virtuaaliopetuksen päivillä - Sisäheitto. How Video Games Are Changing Education. 10 Video Games To Get Started With Game-Based Learning. World of Warcraft in the World of Education. Let’s face it America.

World of Warcraft in the World of Education

Our children are no longer the top academic performers in the world. Teachers are desperately searching for new ways to keep students motivated to learn, occasionally resorting to unconventional strategies. Some teachers feel online, multiplayer games in education may be an effective, fresh way to teach important academic topics. It’s probably safe to assume many have heard, and even played, one of America’s most popular online games, World of Warcraft. Would you believe a handful of teachers are generating lesson plan ideas with WoW as the center and even using them in their classrooms? Lucas found a few specific ways to promote learning by playing WoW. Many other, less popular, multiplayer games exist and can easily be used in the classroom. While using these games in the classroom can be controversial, much because of violent content, some teachers are finding them to be useful. Image via Huasonic. A great way to motivate and inspire your students! Mozilla Launches Open Badges 1.0, A New Standard to Recognize and Verify Online Learning and Education.

As web-based learning platforms proliferate, and education increasingly happens in formal and informal settings and in both real and virtual classrooms, there is a growing need for a new form of credentialing that reflects these changes.

Mozilla Launches Open Badges 1.0, A New Standard to Recognize and Verify Online Learning and Education

Traditional, paper-based diplomas and certificates are no longer enough, but designing a meaningful, universal replacement for the old standard doesn’t happen over night. Luckily, Mozilla is on the case. Back in September 2011, Mozilla announced that it was setting out on a mission to create an easy way for to both issue and share digital learning badges on the Web. Pelillistäminen työssä. Pelillistämisellä (gamification) tarkoitetaan peleistä tuttujen toimintatapojen ja ominaisuuksien, kuten innostamisen, hauskuuden, sosiaalisuuden ja asetettujen tavoitteiden saavuttamisesta palkitsemisen sisällyttämistä työhön, kuluttamiseen ja oppimiseen.

Pelillistäminen työssä

Pelillisyys on ollut erittäin vahvasti nouseva trendi kuluttajasegmentillä viime vuosina , eikä pelkästään Foursquaren ansiosta. Gartnerin mukaan yleisimmät pelillistämisen alueet ovat innovaatiotoiminta, koulutus, henkilökohtainen kehittyminen sekä asiakkaiden osallistaminen. Jopa neljäsosaan liiketoimintaprosesseja oltaisiin vuoteen 2015 mennessä sisällyttämässä pelillistämistä. Pelillistämällä parempaa viestintää? « Pilkun paikka. Petteri Kankkunen on digiajan liiketoimintaan ja teknologiaan erikoistuneen it-yhtiö Sulavan perustajaosakas.

Pelillistämällä parempaa viestintää? « Pilkun paikka

Kuva: Janna Davidova. Pelillistäminen ja työ: Voiko ihminen muuttua? Oppiminen ja työ 2.0. Pelillistäminen (gamification) tarkoittaa pelien mekaniikan soveltamista eri ympäristöihin, kuten työelämään, opiskeluun tai verkkopalveluihin.

Pelillistäminen ja työ: Voiko ihminen muuttua? Oppiminen ja työ 2.0

Työelämässä pelillistämisen avulla voidaan mm. lisätä työntekijöiden motivaatiota, kannustaa heitä yhteistyöhön ja vauhdittaa innovaatioita. Mihin tämä perustuu? Selkeä tavoite + välitön palaute.