background preloader

Game-Based Learning Units for the Everyday Teacher

Game-Based Learning Units for the Everyday Teacher
Game-based learning (GBL) is getting a lot press. It is an innovative practice that is working to engage kids in learning important 21st century skills and content. Dr. Judy Willis in a previous post wrote about the neurological benefits and rationale around using games for learning. She also gives tips about using the game model in the classroom. Myths About Game-Based Learning First, let's clarify a couple things. Gee refers to teachers as "learning designers," and I couldn't agree more. Inspired by the work I've seen, here is an overview of components and structure for the everyday teacher to implement game-based learning Overall Structure: Individual Quests and Boss Levels A game-based learning unit should consist of both smaller quests and more robust boss levels. Boss levels are more rigorous missions that require students to synthesize the content and skills learned in the quests. Overall Theme Need to Know Game-Based Learning demands a "need to know" the content. Incentives Avatar

GameSites NOTE: Click on any of the anchor links you find interesting, read more about them, then click the headings to visit the website! Kindersite- List of 100s of Games The Kindersite spearheaded by Joel Josephson (@acerview54) has 1000s of educational and fun content specifically designed for preschool, kindergartens, elementary, primary schools and special needs students. Register for free for full featured access, but it’s not required. ELT Digital Play- Blog highlighting 100s of Games - This blog lists reviews various games, describes their value and how to play them. Pumkin English- Virtual World for Kids to Learn English - Love this virtual world for children to learn English through cute characters accomplishing tasks and winning points! Brainnook- Virtual World for Kids - a free online virtual world for kids to develop math and english skills with children worldwide. English Story Time Wiki- Resource of Games by Theme Nick Jr- Interactive Games English Attack-For Teens Let's Play!

vs. Game Based Learning in Education As the debate and discussion for games and learning continue in the field of education, there needs to be some clarification in terminology. Educators and Advocates may think they are speaking the same language, but this is not certain. When I read the many blogs, articles, and resources on the subject, I see some lack of clarity, as well as oversimplification, when it comes to Gamification of Education and Game Based Learning. So let’s start with the terms: Gamification is the process of using game thinking and game mechanics to solve problems and engage users. Game Based Learning or GBL is a a branch of serious games that deals with applications that have defined learning outcomes. GBL and Gamification overlap often. Both GBL and Gamification of Education want the same thing: student engagement. Andrew Miller (@betamiller on Twitter) is an international educational consultant specializing in many areas including online learning and games-based learning and gamification of education.

Instructional Technology - Project Based Learning Lesson Archive Use Arizona’s Common Core Standards, Technology Standards and where appropriate, Arizona Content Standards. Include only the standards and performance objectives that will be assessed, using the reference number and description. Arizona’s Common Core Standards (Mathematics) to be assessed: HS.Functions-Building Functions.PO1. Write a function that describes a relationship between two quantities. HS.Functions-Interpret Functions.PO9. HS.Functions-Linear, Quadratic, Exponential Model.PO1c. Recognize situations in which a quantity grows or decays by a constant percent rate per unit interval relative to another. HS.Functions-Interpret Functions.PO7e. Graph exponential and logarithmic functions, showing intercepts and end behavior, and trigonometric functions, showing period, midline, and amplitude. HS.Statistics-Making Inferences and Justifying Conclusions.PO5. 2009 Arizona Educational Technology Standards to be assessed:

Room Escape Maker - Create Escape The Room Games For Free Basic information ROOM ESCAPE MAKER is a free online application to create Escape The Room games. Build challenging casual point and click games with puzzles, hidden objects, safes with combination locks, and much more. YOU are game designer. And for free :-) The community You are more than welcome to be a part of the project. Fan of Room Escape Games in general? Help creating games If you need to know more about how to create your games, we recommend you to watch this amazing tutorial created by PhantomDarkness135. Do you still have questions? Publishing conditions When you send a game to review, be sure you don't have anything else to change about it. While on review, these are the reasons that may prevent us from validating your game: Irrelevant title, keywords or description. Also, avoid having items to be added to the inventory during your game if these items are not going to be really useful. Application compatibility ROOM ESCAPE MAKER was tested on Bug report For minorities, new 'digital divide' seen By Jesse Washington, Associated Press When the personal computer revolution began decades ago, Latinos and blacks were much less likely to use one of the marvelous new machines. Then, when the Internet began to change life as we know it, these groups had less access to the Web and slower online connections — placing them on the wrong side of the "digital divide." Today, as mobile technology puts computers in our pockets, Latinos and blacks are more likely than the general population to access the Web by cellular phones, and they use their phones more often to do more things. But now some see a new "digital divide" emerging — with Latinos and blacks being challenged by more, not less, access to technology. Fifty-one percent of Hispanics and 46% of blacks use their phones to access the Internet, compared with 33% of whites, according to a July 2010 Pew poll. Increased access and usage should be good things, right? "I don't know if it's the right time to celebrate. Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a freely available teaching tool designed to be a student's first exposure to object-oriented programming. It allows students to learn fundamental programming concepts in the context of creating animated movies and simple video games. In Alice's interactive interface, students drag and drop graphic tiles to create a program, where the instructions correspond to standard statements in a production oriented programming language, such as Java, C++, and C#. Alice Overview Download this video (right-click [ctrl-click on a Mac] > Save File As...): Quicktime (11 MB) From an interview for the Manuel Sadosky Foundation, Buenos Aires, Argentina, May 2014. Learn about the Alice interface and how to start creating your own worlds. (This is an older video, and the intro states that Alice is only available for PC.

Level Up Book Club New ‘Digital Divide’ Seen in Wasting Time Online Those efforts have indeed shrunk the divide. But they have created an unintended side effect, one that is surprising and troubling to researchers and policy makers and that the government now wants to fix. As access to devices has spread, children in poorer families are spending considerably more time than children from more well-off families using their television and gadgets to watch shows and videos, play games and connect on social networking sites, studies show. This growing time-wasting gap, policy makers and researchers say, is more a reflection of the ability of parents to monitor and limit how children use technology than of access to it. “I’m not antitechnology at home, but it’s not a savior,” said Laura Robell, the principal at Elmhurst Community Prep, a public middle school in East Oakland, Calif., who has long doubted the value of putting a computer in every home without proper oversight. But “access is not a panacea,” said Danah Boyd, a senior researcher at Microsoft. Ms.

Game | Submrge Garry’s Mod A physics-based “sandbox” in which users can do almost anything, with a wide selection of assets (3D models, sounds, actions). Read More Spaceteam Allows multiple players using the same wifi to control a spaceship by executing various technical commands. Karma Tycoon A free, online RPG intended to highlight the benefits of social entrepreneurship. Company of Heroes 2 The most recent version of a very popular World War II based game, it has been criticized for its portrayal of the Soviet war experience. Starcraft II A real time space simulation often used in game competitions and as a part of college curricula.

Gamification: Defined for Educators | IGNITEducation “Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems” -Zichermann“Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.”“Gamification is the infusion of game design techniques, game mechanics, and/or game style into anything.” -Gamification Wiki All of the above definitions are valid. Gamification is a huge field of study which is growing every day. Lee and Hammer define Gamification as “the use of game mechanics, dynamics, and frameworks to promote desired behaviors.” Lee and Hammer hit the nail on the head. As always, the devil is in the details.

Far From Home Near At Hand | Living A Life Of Extremes Digital Play In the University of Bristol’s Education Endowment Foundation‘s recent study on Neuroscience and Education, (Howard-Jones, 2014), there is an interesting section on Learning Games. Classroom practice and neuroscientific research The review ”considers the extent to which insights from the sciences of mind and brain influence, or are close to influencing classroom practice”, summarising “existing evidence about approaches and interventions that are based, or claim to be based, on neuroscience evidence.” The report categorises the approaches into 1) those which are likely to have a positive impact on attainment, 2) those which need further testing to determine the likely impact on attainment, and 3) those which do not seem to have a promising impact on attainment. Further research required What is known about Learning Games Popular games stimulate the brain’s reward systemThe brain’s reward response can positively influence the rate we learn

IGNITEducation | Collecting the Sparks of Educational Innovation