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Gamification of Education

Gamification of Education
Home of everything Gamification Education -- research, community, case studies and more -- as part of the family of wikis. Want to help us create this website? Contact us! Introduction Education affects everyone. It's how humans learn both explicit material (facts, dates, formulas, methods) and implicit material (critical thinking, attitudes, judgement). Instructor-ledComputer-based Instructor-Led Instructor-led teaching does not always have to be in a formal classroom setting. The benefits of an instructor-led teaching is that it is very interactive. The downside of instructor led teaching is that the effectiveness of this medium depends totally on the instructor. Payments to be made to a person to come to a meeting place and speak on a topicEmployees need to take time off to attend the courseTransport and accommodation may need to be arranged for employees Computer-based The benefits of computer based training are that it is cheap and people can do it at their own time.

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Outcomes of game-based learning: Research roundup Journalist's Resource: Research for Reporting, from Harvard Shorenstein Center (iStock) Constructivism, or learning by doing, is a classic approach to educational instruction that has generated renewed interest in the digital era. Constructivist practices such as apprenticeships have a long history, but in contemporary classrooms they and other hands-on programs often take a back seat to teachers telling students what they need to know rather than facilitating each person’s natural curiosity and learning style. Grywalizacja książka - Gamfi Jeśli chcesz się więcej dowiedzieć na temat tego coraz popularniejszego mechanizmu biznesowego i zrozumieć dokładnie, czym jest oraz do czego służy grywalizacja książka polecona przez nas z pewnością Ci w tym pomoże. 1. Rajat Paharia, "Lojalność 3.0" Paharia jest założycielem firmy Bunchball z USA, niekwestionowanego światowego lidera w dziedzinie gamifikacji. Kiedy więc pojawia się słowo grywalizacja książka tego autora jest wręcz lekturą obowiązkową.

Game-Based Learning Research Below are a collection of white papers, articles and more related to the use of video games in education. A big thanks to Dean Groom of Macquerie University in Sydney, Australia for compiling the bulk of this list: Game-based Research and References Becker, K. (2006). Pedagogy in commercial video games. Young Digital Planet learn about the recent trends in education,better understand them thanks to the case studies presented in the report,find out about benefits and threats they may present,gain knowledge on how to be effective in both teaching and learning. The report includes information on 51 trends in education, presented in 7 chapters, each covering one of the following topics: Modern education is: I. personal II. fun III. collaborative IV. relevant V. multimodal VI. technical VII. open-minded Each chapter ends with the Tips and Tricks section. It provides readers with a collection of inspirational hints on the topics covered in the chapter. In addition to that, you will find the Case Study section in each chapter.

Educational Video Games Can Boost Motivation to Learn, NYU, CUNY Study Shows Math video games can enhance students’ motivation to learn, but it may depend on how students play, researchers at New York University and the City University of New York have found in a study of middle-schoolers. While playing a math video game either competitively or collaboratively with another player—as compared to playing alone—students adopted a mastery mindset that is highly conducive to learning. Moreover, students’ interest and enjoyment in playing the math video game increased when they played with another student. Their findings, which appear in the Journal of Educational Psychology, point to new ways in which computer, console, or mobile educational games may yield learning benefits. The researchers focused on how students’ motivation to learn, as well as their interest and performance in math, was affected by playing a math video game either individually, competitively, or collaboratively.

Researchers See Video Games as Testing, Learning Tools Published Online: August 6, 2013 Published in Print: August 7, 2013, as Researchers See Video Games as Testing Tools Play used to gauge noncognitive skills NanoCity : Projects : Centre for Transformational Games : Research activity : Education : Schools Sponsored by the Australian Government Department of Innovation as part of a study in promoting science as a future career path, NanoCity is targeted towards Year 8/9 students and aligned to the Australian Curriculum. In NanoCity, a city that has reached an all-time low in terms of living standards has been quarantined from the rest of the country. The leaders have been given the ultimatum: solve the city's problems, or the quarantine will become permanent. You have been brought in by the Future Protection Initiative to lead research into nanotechnology. You are given the choice of working directly on two nanotechnology research projects, and are also responsible for deciding how research funding is allotted to other, more general nanotechnology research areas.

Educational game Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

Video games 'stimulate learning' Computer games could become part of the school curriculum after researchers found they had significant educational value. The UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. Parents and teachers also thought their children's mathematics, reading and spelling improved.

Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools.

The New York Public Library Partners With foursquare To Unveil A New “Badge” MARCH, 30, 2011 – From now on, when New Yorkers check out books at The New York Public Library, they can check in on foursquare. Today, The New York Public Library is unveiling its new “Find The Future Centennial Badge,” the result of a historic partnership between the Library and geo-location pioneer foursquare. The red and yellow badge – which celebrates the 100th birthday of the Library’s landmark Stephen A. Schwarzman Building on 42nd Street – is the first ever awarded to a public library. “On May 23, the Library's iconic Fifth Avenue building will turn 100 years old,” said Susan Halligan, marketing director at NYPL. “Our partnership with foursquare initiates our Centennial celebration, entitled ‘Find the Future.’

Metadata Games Terms and Privacy Policy Summary Metadata Games is a free and open source software (FOSS) online game system for augmenting access to archival records. Data from this software is used to tag media assets such as images, audio, and moving images. This document describes what will happen to your contributions if you choose to contribute, what data we collect, how we use it, and how we protect it. Badges for Learning In the spring of 2012 YALSA was awarded funding to develop a virtual badge program that helps library staff gain skills related to the Competencies for Serving Youth in Libraries. Project funding is provided by HASTAC, the Mozilla Foundation, and the MacArthur Foundation. The idea is that any library staff member can take part in web-based activities to gain skills in the areas covered in YALSA’s Competencies.