background preloader

Games in Education - home

Games in Education - home
"The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be — and are already being — applied in learning contexts. More complex approaches like role-playing, collaborative problem solving, and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are beginning to be explored in more classrooms." - 2010 Horizon Report: K12 Edition

http://gamesined.wikispaces.com/

Related:  Gamification

Icebreakers for Teens One of the first steps in forming a group is having the participants find commonality, and you can do this with icebreaker games. Teenagers often find icebreakers a fun way to introduce themselves, especially if they are self-conscious about speaking in front of a group. Top Ten Icebreakers for Teens The Purpose Effect - Book Review & Interview With Dan Pontefract We, at Learnnovators, are privileged to review Dan Pontefract‘s second book, “The Purpose Effect” that is scheduled to release on May 10, 2016. Below is our review of the book and an insightful interview with Dan… The sole reason for an organization to exist is to make a profit. And the sole reason for a person to go to work is to sustain themselves. If your thinking has been on these lines so far, then you couldn’t be more wrong. In his book, The Purpose Effect, Dan Pontefract brilliantly distils the malady that pervades many corporations today.

Classroom Games Icebreakers Apr10 How to Play Icebreaker Questions Click here for instructions EDUCATE EVERYONE - Learnnovators Hyundai’s app prompted me to consider the relationship between e-learning and marketing in the corporate domain. Traditionally, e-learning (along with the rest of L&D) is inward focused; its specialists are charged with developing the capability of the organisation’s employees. In contrast, marketing is outward focused; its specialists are charged with attracting more customers. Play Wheel of Fortune Online - Free Brain Game Ready to play Wheel of Fortune online for free? This replica of the TV game show trains memory, concentration, and analytical ability. To begin, click the Small, Medium, or Large link under the picture at left. This opens the game in a pop-up window.

THE FUTURE OF ENTERTAINMENT - Learnnovators In the space of a couple of weeks, I have previewed the future of entertainment twice. The first instance was at AFTRS in Sydney, where I attended a presentation of VR Noir: A Day Before The Night. Billed as an “interactive crime thriller”, this immersive virtual reality experience might best be described as a combination of a film and a game. 10 PowerPoint Games – tekhnologic There are several benefits to using PowerPoint games in the classroom. They provide an opportunity to model an activity or a game (especially with large classes), they can be fun to play, they are easy to create or edit and they don’t require an internet connection. Since tekhnologic started over two years ago, I have shared several PowerPoint games that I have created. Now, as 2016 draws to a close, I wanted to put together a bumper pack of PowerPoint games to thank everyone who has been following this blog.

GAMIFICATION FOR CORPORATE LEARNING - Learnnovators This is the first in a series of articles about gamification and how it can be best leveraged within organizations. The series starts with a definition of gamification, and further defines two types of gamification. Then it discusses the engagement aspects of gamification, the possibilities of gamification, and some mistakes often made by organizations attempting gamification for the first time. To understand the impact and potential impact of gamification on the learning and development side of an organization, it’s important to establish some definitions. A common language is key to conveying to heads of business units and others how you would like to leverage gamification for learner success.

3 USES OF VIRTUAL REALITY IN WORKPLACE EDUCATION - Learnnovators I’m always surprised when someone makes a sweeping declaration such as “No one’s using virtual reality in the workplace”. I heard this very statement recently at an e-learning conference. Yep, an e-learning conference. Sure, VR is an emerging technology, but as 20 real-world examples of Virtual Reality can attest, early adopters are indeed putting it to use in the workplace. I suspect the dismissiveness among some of our peers stems from their uncertainty about how they might apply it in their own contexts – particularly if that context is corporate.

My 5 favourite ice breaker activities When you’re in the classroom, the mood of the lesson will often be set by your choice of icebreaker activity. Icebreakers get learners talking and interacting with one another for a specific reason. Encouraging the development of positive relationships and a positive environment so often depend on a killer ice-breaker activity. AVOID THESE GAMIFICATION PITFALLS - Learnnovators This is the second in a series of articles about gamification and how it can be best leveraged within organizations. The first post in the series, GAMIFICATION FOR CORPORATE LEARNING, provided a definition of gamification, and further explained its two types. This post discusses the engagement aspects of gamification. The series then proceeds to cover the possibilities of gamification, and some mistakes often made by organizations attempting gamification for the first time. While gamification can be a powerful tool to drive learner engagement and to increase learner motivation, retention and application, problems can and do arise.

THE LEARNING IN GAMIFICATION - Learnnovators This is the third in a series of articles about gamification written by Karl Kapp exclusively for Learnnovators. The first post in the series, GAMIFICATION FOR CORPORATE LEARNING, provided a definition of gamification, and further explained its two types. The second post, AVOID THESE GAMIFICATION PITFALLS, discussed the common pitfalls of gamification and how an organization can avoid them. This post covers the elements of gamification that can make learning effective. The series then proceeds to cover the the engagement aspects of gamification. 10 More PowerPoint Games – tekhnologic In December 2016, I wrote a post called 10 PowerPoint Games. Due to its popularity, here are 10 more PowerPoint Games. The first bumper pack of 10 PowerPoint Games was put together to thank everyone who has been following tekhnologic. It was hugely successful and I knew straight away that I should be looking ahead to the future and thinking about producing 10 more PowerPoint Games. However, I wasn’t inspired just by the popularity of the previous post. I had been thinking about gradually replacing the downloads page with a series of collections instead.

MY TOP 10 TOOLS FOR LEARNING (2016) - Learnnovators For nine years now, Jane Hart has been compiling the list of Top 100 Tools for Learning. This is the 10th year (the list has now extended to the Top 200 Tools), and voting is currently on, where you name the top 10 tools that you think are valuable. The link to the voting page is here. And the last day to vote is 23rd September 2016. Here’s what I voted for:

Related: