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Extra Credits: Gamifying Education

Extra Credits: Gamifying Education
Related:  Engagement and Sensory Immersion

Gamification Engages Students with Intrinsic and Extrinsic Motivators by Michelle Peterson Monday, August 11, 2014 On a planet where people spend 3 billion hours a week playing video and computer games, it's a good chance that using the tools that keep people engaged in games might work in a learning environment, too. Gamifying classes is also a good way to humanize the online, digital environment for students, according to Mark Relf, the state program coordinator for Rasmussen College, speaking to educators and allies at CompTIA's Academy Educator Conference in Phoenix. “Gamification is not anything anyone’s cornered the market on. These are techniques and tricks we can do within our classes to make the experience a little bit better,” Relf said. It’s like playing the license plate game on a long road trip: adding make-believe and goal setting to arduous tasks makes them more engaging. Finding Motivators in Gamification Simple changes to the grading system can also help. Instead of using letter grades, Relf uses “experience points” for his assignments.

Action video games boost reading skills Related images(click to enlarge) <I>Current Biology</I>, Franceschini et al. Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12 hours of video game play did more for reading skills than is normally achieved with a year of spontaneous reading development or demanding traditional reading treatments. "Action video games enhance many aspects of visual attention, mainly improving the extraction of information from the environment," said Andrea Facoetti of the University of Padua and the Scientific Institute Medea of Bosisio Parini in Italy. The findings come as further support for the notion that visual attention deficits are at the root of dyslexia, a condition that makes reading extremely difficult for one out of every ten children, Facoetti added. And, guess what? Source: Cell Press

Gamestar Mechanic La «classe inversée»: des convertis au Cégep de Lévis-Lauzon | Annie Mathieu Ils témoignent. «Je suis tombée à terre de voir que la vaste majorité des étudiants se préparent avant les cours», s'exclame Dave Bélanger, qui a été le premier parmi ses collègues à se lancer à l'eau. Puisque tout est lié en biologie, le visionnement des capsules s'accompagne de la réalisation de schémas à remettre en classe. Et ce n'est pas rare qu'ils soient tous remis sur son bureau. Patrice Babeux constate de son côté qu'il peut pousser plus loin la matière puisque celle-ci est mieux intégrée à la maison. Annie Turcotte , qui enseigne en mathématiques, constate également qu'elle travaille mieux avec ses étudiants lorsque la base est déjà acquise. Gagner du temps en classe En 2012, le professeur de chimie au Collège Maisonneuve Christian Drouin a été l'un des premiers au Québec à s'intéresser aux classes inversées, déjà très en vogue chez nos voisins du Sud. «Quand on utilise une seule méthode, les étudiants décrochent», a-t-il également noté.

Gamifier le e-learning: 5 notions clés à garder en tête | Blogue Ellicom Depuis l’apparition du terme «gamification» en 2010, cette pratique de design ludique s’est répandue rapidement dans le monde des affaires et ne cesse de croître. Elle se classe régulièrement dans le Top 10 des tendances en affaires et en technologies. La gamification s’applique à de nombreux domaines: des ressources humaines au marketing en passant par la vente, l’éducation, la santé et le bien-être, elle a aussi fait son entrée dans le secteur du e-learning. Engager les apprenants et motiver l’apprentissage est l’une de ses missions favorites. Pas étonnant qu’Ellicom utilise de plus en plus cette stratégie d’apprentissage dans la conception de programmes formation. Voici 5 notions clés que nos experts vous proposent de garder en tête lorsque vous gamifiez une formation e-learning : 1) Créez une expérience pour des utilisateurs On oublie souvent que l’objectif de la gamification c’est de créer une expérience pour des utilisateurs.

Students Sitting Around Too Much? Try Chat Stations. | Cult of Pedagogy You’ve probably heard of — and maybe used — learning stations in your classroom. With stations, teachers set up activities around their rooms, then have students rotate from station to station, performing each task. They are a wonderful way to provide variety and engagement in your classroom. There’s only one real downside to stations — they take a LOT of time to set up. So today I’m proposing a watered-down version of stations that keeps the movement, interactivity and variety while minimizing the prep work. On top of their flexibility as a cooperative learning tool, Chat Stations can also dramatically improve whole-class discussions. Here’s a video demonstrating how Chat Stations work: The more traditional kinds of stations — where students perform more complex or hands-on work — are still the gold standard for student engagement, but Chat Stations can be a great strategy for those times when you haven’t been able to prepare a “real” station.

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. It may have stylized, fast moving graphics. There may be a timer during some part of a level, and exaggerated consequences of failure. 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 Sims in the Context of the Flow of Enterprise Skills Figure: The Flow of Skills

Gamification [n]: the use of game design elements in...

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