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. Puzzle game 'Path to Luma' brings climate change to the forefront Whether they run on power cables or rechargeable batteries, video games have a codependent relationship with energy. So when a game asks you to think about the wheres and whys of your energy consumption, it's sometimes tough not to ignore the messenger. But energy provider NRG has made a thoughtful puzzle game that will make its players more aware of clean energy alternatives. Mobile game The Path to Luma puts you in charge of enabling clean energy solutions across a galaxy, though without the heavy-handedness of most edutainment games. "The number one question we were focused on when coming up with this game was how to make it fun," said Daniel Keyes, a senior solar analyst at NRG who originally pitched the game to his company. "We wanted people to engage, uninterrupted, and wanted to seem like it came from a place that was genuine.
Gamification in the Classroom: The Right or Wrong Way to Motivate Students? What thoughts come to most students’ minds when they’re asked about the Articles of Confederation? If they’re up on their civics, they’ll know it was the first Constitution of the United States. Some will remember it as a primary source they used in a presentation. Others will only recall the Articles as a yellowed document printed in a textbook or posted online. Matthew Farber’s eighth-grade history class may view the Articles as all these things, but the document to them also represents the failed first attempt to adopt a rule-sheet to govern a game creating a U.S. government.
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.
Students Sitting Around Too Much? Try Chat Stations. 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. Historia: Game-Based Learning for Middle School History Jason Darnell: Somewhere down the line learning became not fun. I think somehow kids started coming to school and saying, “I’m not gonna have fun today. I’m going to school.” A Guide to Game-Based Learning You want students to learn. Shall we play a game? Absolutely! 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.