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"Gamification in Education: What, How, Why Bother?"

"Gamification in Education: What, How, Why Bother?"

net.educause.edu/ir/library/pdf/erm0553.pdf Game-Based Learning to Teach and Assess 21st Century Skills Game-Based Learning, and particularly serious games that teach content, are fast becoming utilized in the classroom. Frequent success stories are appearing, from Minecraft in the elementary classroom to games that teach civics. There is curriculum that pairs World of Warcraft with language arts standards, and many other variations where the gaming focus is on content. Collaboration MMOs are hugely popular. Communication All of the games above, which require collaboration, also require communication. Critical Thinking/Problem-Solving Well-designed games require players to solve a variety of complex problems, some of which require standards-aligned learning and some that simply require general critical thinking and problem-solving. We must find time for students to play these games in and out of the class to teach content and 21st-century skills. One of the biggest misunderstandings about games, and people who play them, is that games don't "teach" anything.

The Gamified Classroom Part I: The Unique Obstacles Teachers Face Today’s 21st century students are not like their parents’ generation. Never before have we, as a civilization, experienced such a large generation gap — and the reason behind it is video games. Within the span of only one generation the world’s dominant form of entertainment has shifted from passive (TV, Novels, Comic Books, Theater, etc) to interactive. This represents a fundamental shift in individual interactions with the community, and other segments of society are struggling to keep up. Today, students are expected to pay attention and learn in an environment that is completely foreign to them. In the upcoming months we’ll be looking at how gamification can be used effectively in schools to help students feel engaged by their lessons. The fact remains that engaged students are better students. Lastly, there is one overriding factor that we must take into consideration when we discuss gamifing a classroom: budget. Andrew R.

Games based learning - Resources Last Updated:8 November, 2012Section:Resources Classroom games Welcome to the Games-based learning collection of resources. In the news - Gove’s computer science revolution General Resources Find suggestions for using games effectively, for display materials and for cross-curricular learning opportunities Games and learning poster A great display resource from Futurelab that offers a range of suggestions for how games can be used to enhance learning through the curriculum, as well as for developing the skills needed for future game makers. Pupil name generator A fantastic name generator that can be used for games in class, as well as a multitude of other uses….. Games timeline This is a great display resource and a trip down memory lane for many of us! Games-based learning analysis Design a game cover Creating games involves a whole range of skills and it’s always good to include cross curricular opportunities for learners. Design a game cover 2 Using storyboarding to plan games Harvest game QI Quiz

Clark Aldrich Designs: Using Serious Games and Simulations: A Quick and Dirty Guide In This Post: Learn what simulations are and aren’t.Understanding where they fit in an organizations’ flow of skills.Learn best practices in designing and creating sims. A good educational simulation may look a lot like a casual computer game. This has led to a lot of people to erroneously conclude that the primary point of sims is to "make content enjoyable" often (a skeptic may further and logically intuit) at the expense of depth and flexibility while increasing of cost of production and time to “play.” Rather, the necessary goal of a well-designed sim-based program is to develop in the student a deep, flexible, intuitive, kinesthetic understanding of the subject matter. As a result, students who learn via simulation can improvise better in the real world. Forcing Repetition Having said that, the content of the sims itself has to reflect the learning goals, not a reskinned game. Sims in the Context of the Flow of Enterprise Skills Figure: The Flow of Skills Here are some of the flows:

Top 10 Social & Mobile Educational Games That Make You Smarter The Hague, The Netherlands (PRWEB) September 12, 2012 Gramble’s mission statement is ‘to make the world a better place through social gaming’, so it’s no surprise that Gramble has an interest in educational games. “Gaming can be productive, educational, and time well spent,” says Gramble CEO and co-founder Adam Palmer. “We all know students will spend many hours on their devices playing games anyway, so we are happy to offer some ideas for games that are not only fun but can also help make you a little smarter.” Here’s Gramble’s top-ten list of social and mobile games to learn from: 1- Apparatus (Engineering/Math/Problem Solving) Using the laws of mechanics, players build complex machines to perform simple tasks. 2- Words with Friends (English/Grammar/Spelling) Players take turns forming words horizontally or vertically on a Scrabble-like board trying to score as many points as possible for each word. 9- Where in the World is Carmen Sandiego? About Gramble

50 Free Online Educational Games That Are More Fun Than You’d Think | How To E-D-U Who knew that learning could be so much fun? Using the games below, individuals from the ages of pre-K to adulthood can learn social skills, school subjects, computer literacy and so much more while having fun. The trick, is to try a variety of games, rather than getting hooked on just one game. The following games are online and they are free to use. For Kids and Parents Most of the games below are suited for home play, often with parental help or guidance (K-12). Club Penquin: This virtual world, offered by Disney, is designed specifically for kids and parents and it’s free. For Kids, Parents and Teachers The following sites are suited for the classroom as well as for home play (K-12 and adult participation). ABC Ya! Multi-User Games The games below have age levels that range from young adult to adult. Virtual Worlds for College and Higher Engage in new worlds and learn social skills, computer skills, sociology and real-world skills with these games. Education for Adults Comments are closed.

Nine questions about ’21st Century curriculum’ If you have heard the phrase “21st Century curriculum” and wondered exactly what that is, you aren’t alone. Here, veteran educator and curriculum expert Marion Brady explains. Brady, who was a classroom teacher for years, has written history and world culture textbooks (Prentice-Hall), professional books, numerous nationally distributed columns (many are available here), and courses of study. His 2011 book “What’s Worth Learning” asks and answer this question: What knowledge is absolutely essential for every learner? By Marion Brady Willie Sutton, asked why he robbed banks, is supposed to have replied, “Because that’s where the money is.” Willie said those weren’t his words—that some newspaper reporter had put them in his mouth—but it makes a good story. “That’s where the money is” is also a major reason for Wall Street’s growing interest in public education. Like who? Here’s an excerpt from a March 31, 2011, Harvard Business Review blog: Got that? “No.” P.S.

Game-Based Learning Can Support 21st Century Skills by Justin Marquis Ph.D., OnlineUniversities.com I recently attended the Serious Play conference in Redmond, Washington (the home of Microsoft), and one thing that stood out to me was all the talk about “21st Century skills,” and how game-based learning (GBL) could help students acquire them. The problem with the 21st Century skills concept is that education may not be ready for it just yet. 21st Century Skills The Serious Play conference provided diverse perspectives regarding what people think 21st Century skills actually are, ranging from Virtual IQ, empathy, leadership, and ethics, to collaboration, communication, innovation, entrepreneurship, global perspective, and critical thinking. Initiatives such as the Common Core tend to focus on core academic subjects: reading, mathematics, science, and STEM areas rather than the broader skills that are reflected in the 21st Century toolset. Ways of thinking. (Partnership for 21st Century Skills) More Important than Core Subjects?

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