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Project-Based Learning and Gamification: Two Great Tastes That Go Great Together

Project-Based Learning and Gamification: Two Great Tastes That Go Great Together
Times of flux should signal the A-OK for some experimentation in schools. My own school, for instance, is encouraging more PBL. In my room, we've got my advocacy unit on superheroes. Meanwhile, a fundraiser is launching in a sixth-grade room, a seventh-grade science class is doing a national parks tie-in to the upcoming Rose Bowl Parade theme, and a living museum is underway in some history teachers' rooms. The other big PBL experiment is one that will hopefully create a universal academic experience for many students. Based on curriculum I developed for my new STEM-focused PBL book, I'm guiding students toward an Invention Convention, and I invited any interested teacher to participate. As a result, I now have approximately 500 students from every subject area ready to begin moving through this unit. Individualized Pacing through a PBL Unit How do I individualize each student's learning process and pacing? As I learned the program, I began speaking with Lisa Dawley, the CEO of Rezzly. 1.

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The state of play – gamification in education is here IN A 2010 TED Talk, game designer Jane McGonigal bravely claimed: “If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade”. The statement was only partially humorous. McGonigal notes that in virtual worlds we are far more productive, optimistic and social; we turn into ‘super-empowered hopeful individuals’, and in her eyes, gamified systems have the potential to translate these symptoms of gaming into reality. 6 Strategies to Truly Personalize PBL In the past, I wrote about how, along with other teachers, I've ventured into truly personalized project-based learning. I discussed the challenges we face as well as what it looks like in the classroom. Many of us may be personalizing PBL without even knowing it.

The New York Public Library Hopes You’ll Make Video Games Mauricio Giraldo, a designer in the New York Public Library Labs, made a video game using some of the library's own collections of public domain materials, and the institution is hoping you’ll follow. In Giraldo's game, Mansion Maniac, you control Pac-Man-esque, pixelated character, guiding through real, early-century floor plans of New York City homes and apartments. As you move from room to room, the game will automatically load and attach more of these authentic, historical layouts to the luxurious world, and when you're done, you can save and print out the floorplan to show all your friends that New York apartments have always been very small. “It starts a lot of conversations,” Giraldo told me over Skype.

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. Finding the Sweet Spot: Creativity, Candy, and Commerce During the 2013-2014 school year, Elizabeth Forward Middle School created a DREAM Factory by combining art, technology education, and computer science. With this space, we removed the silos of the traditional subject classes -- instead, we've implemented a project-based curriculum, and students rotate between teachers according to their needs to complete a DREAM Factory project. The art, computer science, and technology education teachers have common planning time to work on projects where students can see the cross-curricular connections between these three subjects. We wanted to do a project that would a) engage the kids, while b) giving them 21st-century skills.

The New 'Monopoly' Replaces Cash With Credit Cards and an ATM 28 1ShareNew Monopoly cheaters, your days are numbered. Hasbro has announced a new version of Monopoly that gets rid of cash money altogether, replacing it with a miniature ATM. Players will no longer have to count out physical bills, which means younger players won’t have to worry about doing math beyond their skill level, and cheaters won’t be able to sneak money out of the bank. According to Engadget, Monopoly Ultimate Banking will come with an ATM-inspired device that can scan players’ debit cards and the game’s property cards in order to complete transactions. For example, a player who wants to purchase a property simply scans both cards, and lets the ATM automatically deduct the right amount from their “savings.”

10 Specific Ideas To Gamify Your Classroom - 10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain a sense of confidence toward their work, and find motivation to expand their learning. However, this can be difficult for some students, who may struggle in traditional, lecture-based class styles. For some students, finding the motivation to complete homework or prepare for class can be a constant struggle, especially when every effort is met with a poor grade or frustration from teachers and parents.

Gaming: Leveling Up Global Competence by Honor Moorman "If we want to solve problems like hunger, poverty, climate change, global conflict, obesity ... we need to aspire to play games online for at least 21 billion hours a week by the end of the next decade." When Jane McGonigal made this statement at TED 2010, people in the audience laughed. But McGonigal was serious. She explained that hundreds of millions of gamers worldwide play online games for billions of hours each week, and that her goal is to "make it as easy to save the world in real life as it is to save the world in online games." What would it take to leverage the power of gaming and the collaborative problem-solving skills of gamers around the world to help solve real-world global problems?

How School Leaders Set the Stage for PBL Success What does the effective implementation of project-based learning (PBL) look like within a school or across an entire system? There's no one right answer, according to superintendents and school leaders who have started down this path. Some leaders want to see wall-to-wall PBL, with students learning mainly through projects in every subject. Top Ten Learning Games For Kids Top 10 Learning Games for Kids (If you are confused about what all the Core Drive #s are about in this post, make sure you check out the Gamification Framework: Octalysis first!) This is a follow-up to last week’s post on What are Learning Games. One of the most promising applications of gamification is to enhance the learning experiences of children.