COMICS IN THE CLASSROOM: How one Wissahickon teacher uses comic books to connect with his students - Ambler Gazette By Dutch Godshalkdgodshalk@21st-centurymedia.com@DutchGodshalk on Twitter Wissahickon High School social studies teacher Tim Smyth uses comic books in his class lessons. BOB RAINES -- DIGITAL FIRST MEDIA LOWER GWYNEDD >> A few years ago, Wissahickon High School social studies teacher Tim Smyth, a by-the-book AP instructor who had earned himself a reputation among students for being “very challenging,” did something unexpected. He started handing out comic books in his classes — lots of comic books.
Gamification or Serious Game: What's the difference? Just as family members share similar DNA, gamification and serious games share similar traits. Both are born of game thinking, mechanics, and design. Both are used to solve problems. And both engage users. But just like family members, gamificaton and serious games have their differences.
Game mechanics Game mechanics are constructs of rules intended to produce a game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Popplet – Visual Thinking Tool Popplet – Visual Thinking Tool Written by Teach Amazing! Popplet is a visual thinking and presentation tool allowing students to collaborate with one another, organize information and present information in the form of a web. Once you create an account with Popplet, you create a popplet, which is a large board to contain your ideas.
Kids Speak Out on Student Engagement A while back, I was asked, "What engages students?" Sure, I could respond, sharing anecdotes about what I believed to be engaging, but I thought it would be so much better to lob that question to my own eighth graders. The responses I received from all 220 of them seemed to fall under 10 categories, representing reoccuring themes that appeared again and again. So, from the mouths of babes, here are my students' answers to the question: "What engages students?" 1.
Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. Connections: Investigating Reality - A Course of Study A comprehensive general education course of study for adolescents and older learners • Explains learning to learners • Relates all school subjects simply and logically • Integrates the arts and sciences • Makes routine use of all thought processes • Stimulates creativity and ingenuity through active learning • Challenges all ability levels equally • Capitalizes on individual differences • Is consistently, unquestionably relevant • Does not “privilege” the dominant culture • Maximizes dialog and cooperative learning • Adapts to traditional bureaucratic demands • Makes provision for inter-school communication and continuous course improvement • Replaces school subjects as information organizers with a single, much simpler, more natural organizer • Moves learners steadily through ever-increasing levels of conceptual complexity • Returns curricular control to those best positioned to improve it—classroom teachers • Builds in criteria establishing the relative importance of information
Engagement Vs. Compliance The “Rule of Two Feet” I recently attended a conference that asked attendees to follow the “rule of two feet”. Throughout the conference day, if you found yourself in a session that didn’t apply or interest you, it was fine to pick up and move to another session. The presenter would not be offended, but would realize that the session was not a good match for that particular person. The probing question that came up throughout the day was “If students could utilize the ‘rule of two feet’, would they choose to stay in our classroom, or move on?” 10+ Game-Based Learning Resources: From Practical Applications To Academic Theory by Dr. Nicholas White Blending education with entertainment is an ancient practice. Even in Athens 2,500 years ago, a lecturer, seeking to keep his students’ attention, may have made a witty comment about the summer heat. But in the 21st century, teachers have more tools than ever before to entertain their students and teach them valuable lessons in the classroom. The term “edutainment” has been coined in recent years and is quite often used in conversations about digital game-based learning.
Advanced Blogging: You asked for it! I was asked to facilitate a series of blogging sessions the Massive Open Online Course on Educational Technology (ETMOOC). You can read more about connectivist MOOC’s and ETMOOC here. This post is a summary of the ideas. tips and resources shared in the advanced blogging session. You’ll find the recordings to the session here: Complete list of archived ETMOOC Blackboard Collaborate SessionsIntroduction to Blogging – Jan 17 incl. Awaken the Learner, Tips Awaken the Learner To effectively prepare learners for success, teachers can emphasize cognitive skills in addition to content in their classrooms. Teaching knowledge has always been an essential component of the American school system, but recent instructional standards have also highlighted the importance of teaching cognitive skills. Cognitive skills, such as generating conclusions, problem solving, experimenting, and decision making, are thinking processes that promote a deeper comprehension of complex ideas. Teachers can directly teach cognitive skills to assist students in challenging, refining, and repurposing their understanding of lesson content.
Gamification in Education The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Instructional Technology/Telecommunications - Teaching and Learning Navigation HomeAssociations- Technology AssociationsFederal Programs and E-Rate - Technology Plans, Title II D of No Child Left Behind, E-RateProfessional Development - Face-to-Face, Online, Online Curriculum OpportunitiesTeaching and Learning - Supplemental Online Course Procedures Supplemental Online Course Procedures Rules (O.A.C. 210:15-34) Oklahoma requires all public schools to offer educationally appropriate supplemental online opportunities for all of their students, including transfer students. An online course refers to course that a student takes primarily or exclusivley online instead of in a regular classroom.