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Inicio - Gamification Thinking

Inicio - Gamification Thinking

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Gamification Design Why Gamification? Games have become the new normal. The gaming industry is already more powerful than other ways of entertainment like music or movies. An average young person will spend more than 10,000 hours gaming by the age of 21 - somewhat the time that it takes us to master any kind of skill- and yet, there's a huge engagement crisis in many other areas. 70% of US full-time employees are not motivated by what they are doing, kids spend way more time engaged with video games than they do with books, the average attention span in 2012 was less than 10 seconds and it's decreasing every year... It seems like only games are truly understanding how human motivation really works. But how is that possible?

MrDaley In attempt to bring Gamification to my class this year, I am turning my Advanced English 10 class into a survival game. The world has been ravaged by a plague that has turned the dead into reanimated bodies – zombies! I introduced the summer scenario to the students prior to the summer and explained how the point system would work in the Zombie Apocalypse version of the class. In the class, each student came up with the name of their town in which they will act as defender. Build-A-Body Overview Learn about the body's systems with this drag and drop game. Choose organs from the organ tray, and place them in their correct position within the body to create organ systems. Build-A-Body is a drag and drop game where players are tasked with assembling an organ system from a set of organs. Players may then attempt case studies where a functional problem with a system must be linked to the organ affected.

Code Monster from Crunchzilla <h2>Code Monster gets kids excited about programming. It is a combination of a game and tutorial where kids experiment with learning to code. <p> Code Monster use Javascript. Please enable Javascript if you want the play with the Code Monster. Sensory Systems that Make up the Learning Hierarchy of a Strong Academic Foundation - Integrated Learning Strategies This article contains information regarding important sensory systems and the learning hierarchy that comes from developing each one. Affiliate links are included for your convenience. Whether a child is using his or her hands to write, ears to listen, eyes to read, or their entire body to play sports, they can execute and learn best when they are active and using all of their senses to the fullest.

tfmgamificacion.wikispaces Skip to main content Get your brand new Wikispaces Classroom now and do "back to school" in style. guest| Join | Help | Sign In guest Join | Help | Sign In TFMGAMIFICACION Home elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning Maybe you've heard of the term "gamification," and perhaps you're wondering what it is and how it can be applied to eLearning. In short, gamification is the use of gameplay mechanics for non-game applications. Almost as important, as a definition of what it is, is a definition of what it's not. Gamification is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to). Serious Games for Personal and Social Learning & Ethics: Status and Trends You are using an outdated version of Firefox which is not supported by ResearchGate anymore. For a faster, safer browsing experience, upgrade your browser now. <div class="c-box-warning full-width-element" style="text-align: center; "><div style="margin: auto; padding:10px;" class="container"><b>For full functionality of ResearchGate it is necessary to enable JavaScript. Here are the <a href=" rel="nofollow" target="_blank"> instructions how to enable JavaScript in your web browser</a>.</b></div></div> Article

10 Breadboard Projects For Beginners Use of arduino in this instructable is prohibited :D Breadboard is a great way to construct electronic projects easily and in less time without the need of soldering. A problem that is faced by beginners in the field of electronics is that they cannot solder the components neatly on printed circuit boards. One bad solder joint can lead to the project not working. When the project does not work, they eventually loose their confidence and cease to continue making projects. Before attempting another project, they have to think twice.

From sexual liberation to liberation from sex Young people are forever shocking their elders, and elders, however shocking they themselves may have been to their own elders once upon a time, never fail to play their generation’s perennial role of shocked onlookers to shocking youthful behavior of one sort or another. Not very long ago, well within living memory, parents found their children’s sexual behavior shocking. Sex was so open, so free, so ubiquitous, so uninhibitedly taken for granted. No hiding, no guilt, no confining it against nature within institutional straitjackets like marriage.

A PBL Project is Like the Hero’s Journey I’ve been meaning to write this post after hearing an idea at PBL World 2015 in the keynote by Ramsey Musallam, an amazing speaker and high school chemistry teacher. Now that PBL World 2016 is almost upon us, I thought I’d better get this done so I can be ready to blog about this year’s events and ideas. Musallam likened the learning cycle that happens in PBL to the classic “hero’s journey” first explained by mythologist Joseph Campbell in The Hero with a Thousand Faces (1949). Campbell described the basic narrative pattern as: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. Many myths and stories throughout human history and literature follow this pattern, from Odysseus to Buddha to Jesus to fairy tales to Frodo Baggins and, of course, Star Wars.

Gamifying My Class “Flipside: A Middle School Language Arts Adventure” (FLIPSIDE UPDATE 8/7/15: The Mission areas of each quest are no longer Password Protected. A new Area 5 has been added and each Area is being reconfigured to support the five Common Core ELA strands. Check back periodically for more updates ) “Celestia: A World of Gifted Exploration” Both “Flipside” and “Celestia” are interactive websites I’ve created using the free Wix HTML (blank template) platform.

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