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The Gamification of Education Infographic #gamification #edtech

The Gamification of Education Infographic #gamification #edtech

http://www.knewton.com/gamification-education/

Related:  21st century teaching and learning

Report highlights 10 trends set to shake up education Massive open social learning and dynamic assessment on the Open University’s list The Open University has published the Innovating Pedagogy 2014 report, which explores new forms of teaching, learning and assessment. It proposes 10 innovations that, although already established to some extent, have not yet had what it describes as “a profound influence” on education. » Gamification in Education: Epic Win, or Epic Fail? Have you ever felt that each move you made in life was part of a bigger game? These days it just may be, as a trend referred to as “gamification” has swept industries as diverse as marketing, travel, and even education. While turning everything into a game sure seems like fun, it’s not as easy as it sounds.

What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.[1] Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement. The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application. [2] History The oldest example of gamification are Frequent Flyer Programs that airline companies offer as a part of their customer loyalty programs. Gamification was a term that was first coined in 2003 by Nick Pelling, but did not gain popularity until 2010.[3] The term gamification began to gather interest and a following in 2010 when companies such as Badgeville started using it to describe their behavior platforms.

5 Free Gamification Ideas: Motivate Your Employees The Old-fashioned Way Going from good to great in the workplace often means employing gamification to motivate your workforce. Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in. There are many gamification offerings; some use the old school points and badges. Others use more modern approaches, using narrative based games that tie seamlessly into corporate applications. But in this post I want to take on offline, old –fashioned and timeless games and apply them to workforce motivation.

Visitors and Residents: What Motivates Engagement with the Digital Information Environment? Building on research of individuals’ modes of engagement with the web (Visitors and Residents4), and the JISC-funded Digital Information Seeker report5, this project is exploring what motivates different types of engagement with the digital environment for learning. The investigation focuses on the sources learners turn to in order to gather information, and which ‘spaces’ (on and offline) they choose to interact in as part of the learning process. It is using the Visitors and Residents6 framework to map learner’s modes of engagement in both personal and institutional contexts. The project is assessing whether individual’s approaches shift according to the learners’ educational stage or whether they develop practices/literacies in early stages that remain largely unchanged as they progress through their educational career. The pilot phase focused on the ‘Emerging’ educational stage which spans late stage secondary school and first year undergraduates.

Education Home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Want to help us create this website? Contact us! Introduction Gamification of Education Home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Want to help us create this website? Contact us! Introduction Education affects everyone. It's how humans learn both explicit material (facts, dates, formulas, methods) and implicit material (critical thinking, attitudes, judgement). How to Embed YouTube Videos in PowerPoint to Gamify Your Course Gamification means using the principles of game design in another context; for example, a training program or an e-Learning course. An e-Learning course that has been gamified will include elements such as challenges, rewards, and repeated attempts. There are many benefits to gamification, but one of the greatest is the way a gamified course can engage and motivate learners.

L'infografica delinea in maniera chiara il processo della Gamification negli Usa e la sua insospettabile popolarità tra i giovani. La sua utilità può impattare soprattitto agli studenti in difficoltà di apprendimento con metodi tradizionali by nymeria Mar 13

Infographie TRES intéressante sur la gamification de l'éducation. Elle explique les enjeux, les principes et l'histoire de celle ci, plus particulièrement aux Etat-Unis. by nicolastridemy Apr 4

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