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The Ultimate Guide to Gamifying Your Classroom

The Ultimate Guide to Gamifying Your Classroom
No one wants to been seen as the stuffy teacher stuck in the past who lectures from the front of the classroom and doesn’t seem to care about student engagement. Students today are tech savvy and have wandering minds. They are able to process information coming at them from several channels at a time—walking, talking, and texting. Changing up how you deliver classroom content can keep kids’ attention, draw on their strengths, engage them as lifelong learners, and be amazingly fun. What is this magical method? It’s gamification, a word that, according to Merriam Webster’s online dictionary, wasn’t even in use until 2010. Image via Pixabay and StartUpStockPhotos What is Gamification in the Classroom? Gamification is the process by which teachers use video game design principals in learning environments. When gamifying a classroom there are several things you’ll need to consider. History of Gaming in the Classroom Ready for a little throwback? Components of Gamifying the Classroom In Short

LearningApps - interactive and multimedia learning blocks En sammanfattning av Nottinghams bok Utmanande undervisning som vi läste inom #pedaläslyft Vi har läst Utmanande undervisning i klassrummet av Nottingham inom #pedaläslyft. Här nedan kommer en sammanfattning av boken för er som vill. Boken är utgiven av Natur & Kultur 2013 och har åtta kapitel. Första kapitlet berättar vad utmanade undervisning är nämligen mer berättande, dialog och utmaning i undervisningen samtidigt som vi följer läroplanen. Återkoppling Här får vi en definition av begreppet – att återkoppling är information som uppgiften som hjälper eleven vidare. att förstå måletatt inse vart man befinner sig i förhållande till måletatt förstå vad man ska göra för att nå dit. Sammanfattningsvis ger vi för lite återkoppling, vi fokuserar snarare på prestation och betyg, jämför t o m elever med varandra, återkopplingen är för mycket administrativ och vi vet för lite om de inlärningsbehov eleverna har. Återkoppling som fungerar bäst är: Handledning Dialog Tala, lyssna, tänka. Formativ och summativ bedömning Kamratåterkoppling och självbedömning Beröm Ansträngning Utmaning Reflektion

The 35 Gamification Mechanics Toolkit A simple and easy to use toolkit for Gamification Design by @victormanriquey Shipping options Contact me: victormanriqueyus@gmail.com Print Out Version The new 2.0 VersionThis is the new version of my 35 Gamification Mechanics Toolkit. This new 2.0 version includes: a new design steps system, revamped design & improved mechanics How does It work? Player's Handbook Download and print your cards. You'll have 35 cards, and 6 design levels that follow a color pattern. Every level means a step in the design process. Pink - OnboardingYellow - Late OnboardingOrange - MidgameBlue - Late MidgameGreen - EndgamePurple/Epic - Everlasting experience Let the magic begin! Extra Step Saying thanks is important There are many people that I'd like to thank for their collaboration in this toolkit. Victor Manrique@victormanriquey+Victor Manrique2013

The Remarkable Benefits of Using Gamification in eLearning It’s time to get serious about playing because when it comes to eLearning, gamification isn't just for fun. While it’s commonly assumed that gamifying your eLearning courses is merely a pleasant distraction or attention grabber, it is far more useful tool than people tend to give it credit for. According to educational video game designer Marc Prensky “students now learn differently than students did even a generation ago” and "you can't hold people's attention the way you used to.” As gamification makes seemingly mundane tasks fun, using it appropriately can boost participation rates in eLearning courses, increase employee motivation and even improve retention. 1) Gamification Turns Fear into Fun Work is pretty much the antonym of fun as far as most people are concerned, and work-related training is no exception to this. Gamification is a way to change that and make things not only more fun but also more productive. 2) It Turns "Have to" Into "Want to" Image source: Serious Gaming 1. 2.

Francis by Richard Hickey | Short Film Written by novelist & screenwriter Dave Eggars, for the ever-popular radio show This American Life, animated film Francis is the tense tale of the unexplained happenings on a lake in the middle of an Ontario nature preserve. Brought to life by Not to Scale director Richard Hickey and a team of 40 animators, this captivating short perfectly blends the worlds of outstanding production values with engaging storytelling. Her mouth went dry. She held onto each side of the boat, and now she could only wait to see if it happened again. One night on a family camping trip to Quetico park, the reckless raven-haired Francis waits until her family have fallen asleep and takes a rowing boat out to the middle of the lake. With a voiceover so rich and detailed that you could close your eyes and let your imagination run wild, it’s impressive that Hickey’s short feels so perfectly realised.

Let’s Play: Steps to Gamifying Your Classroom • Heck Awesome If you remember last year I ended the school year by gamifying my classroom using Monopoly…StarWarsopoly to be specific. Of the three gamification games (Super Mario Brothers, Angry Birds, Starwarsopoly) we tried last year, StarWarsopoly was by far the biggest hit with my students and the most successful. So as I ended last school year and began planning for this school year I knew: I wanted to gamify my classroom again, that the monopoly format was the one I was going to use, this time the game would run for the entire school year (last year we played three different games) and most of all I needed to get my game on this summer and really bring it this year! With one goal in mind, to improve my gamification knowledge…to really bring it this year, I knew there was only one thing I could do…I played video games! This is what I learned… Each of these games: Here is what how I did it and other resources/ideas I used to help me along the way… the goals you have for them. ard big pay outs

test2 Using Badges in the Classroom to Motivate Learning Gold stars, Girl Scout badges, and Boy Scout badges—when we think about motivating our students to assist them in their learning and development, using badges in the classroom have a similar function as many of the rewards we were offered as young learners in primary schools (Ash, 2012). As a motivational tool, badges can be added to your college classroom using a fairly streamlined process, and with little or no cost to you at an individual level, or at an institutional level. Why use badges in the classroom? There are several reasons why you might want to use badges in the classroom. First, they recognize accomplishments and provide students with a tangible (albeit virtual) reward that acknowledges an achievement, whether it is a skill, competency, or completed task. Second, badges provide greater opportunities for student collaboration, cooperation, and interaction, as students motivate and encourage one another, and compete with one another to earn various badges in the classroom.

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