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Getting-started

Getting-started
Related:  jouer c'est travaillerEngagement and Sensory Immersion

Jeux - Agile Games France Liste des jeux à ventiler (récupéré depuis : ayeba, agilex, prez d'agile nantes pour l'instant. je continuerai de parcourir les CR de blogs pour lister la suite) Note : les jeux sont par ordre alphabétique pour les retrouver plus facilement. Pour créer une fiche jeu, ajouter une ligne au tableau, et créer ensuite une page en vous appuyant sur le modèle de fiche jeu . Catégories Spécial:Catégories Le wiki permet de créer des catégories et des sous catégories permettant d'affecter une page à plusieurs catégories et d'enrichir l'arborescence de nouvelles catégories. Si vous ajoutez des catégories, pensez à les ajouter au modèle de fiche jeu pour faciliter la création d'une fiche. la discussion qui figurait en bas de cette page est maintenant dans l'onglet Discussion

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. Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification. In the end, I came up with a system that I feel is instructive, useful, and elegant. The 8 Core Drives of Gamification 8) Loss & Avoidance

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. Popplet in the Classroom Popplet has multiple uses in the classroom. As a teacher, create Popplets to share links with students and colleagues. 15 Brand Examples of Gamification Outside of the recent flurry associated with Google+, the one term that has been top of mind throughout the digital space recently is gamification. Gamification is a term used to describe organizations using game mechanics to drive engagement in traditionally non-gaming products. There are examples of gamification everywhere in our daily lives and many brands are integrating game mechanics in unique and compelling ways all with the purpose of driving user engagement. Below are 15 examples of Gamification and how brands are capitalizing on the trend. Xbox Live | Achievements, Leaderboards | Microsoft struck a chord with traditional gamers when they first rolled out achievement points. E.g. Foursquare | Rewards, Badges | Location based services such as Foursquare, Gowalla & Facebook Places have redefined game mechanics in non-gaming products. Examples of Foursquare Badges Example of Foursquare/NFL Super Bowl Rewards Example of Foursquare/Pepsi Reward from SXSW 2011 Example of ShopKick Rewards

products We currently have four themes of eco action trumps available to buy singly or in bulk. They are available in the standard size and a giant version perfect for outreach and event activities. everyday eco actions: This pack covers a range of eco actions you can do at home. free & easy eco actions: This theme depicts actions you can take to be more environmentally conscious in your lives without having to spend any cash. water eco actions: A pack devoted to water related actions you can adopt at home or at work to save clean, treated mains-fed water. NEW for 2014 – office eco actions: This theme, brand new for 2014, is devoted to actions that employees can adopt while at work, covering behavioural actions such as switching off lights when not needed and when leaving at night; ensuring all electronic equipment is off at end of the day and weekends; alternative, sustainable transport options; recycling office equipment and waste and lots more. Bespoke Products

New Games | Fun Cooperative Play for Children and Adults The Big List of Class Discussion Strategies Listen to this article as a podcast episode: Podcast: Play in new window | Download (Duration: 38:22 — 53.1MB) Subscribe: iTunes | Android | When I worked with student teachers on developing effective lesson plans, one thing I always asked them to revise was the phrase “We will discuss.” We will discuss the video. We will discuss the story. We will discuss our results. Every time I saw it in a lesson plan, I would add a note: “What format will you use? The problem wasn’t them; in most of the classrooms where they’d sat as students, that’s exactly what a class discussion looked like. So here they are: 15 formats for structuring a class discussion to make it more engaging, more organized, more equitable, and more academically challenging. I’ve separated the strategies into three groups. Enjoy! Gallery Walk > a.k.a. Basic Structure: Stations or posters are set up around the classroom, on the walls or on tables. Philosophical Chairs > a.k.a. Pinwheel Discussion > Socratic Seminar > a.k.a. a.k.a.

eQuizShow Online Templates Gamification 101: The Why and How of Gamification and Badging, and What It Means for eLearning These days, receiving requests to help a friend harvest enough wheat to build a new barn, buy a shinier silo, or even breed a special purple-spotted cow is practically routine. Social games like Farmville and its many clones inundate our social media feeds, with millions of users logging in and playing daily in an ongoing quest for virtual goods. Though many people find the Farmville model irritating, it is part of a larger trend sparked by the surging popularity of online gaming and social media known as gamification—the use of game mechanics to entice users and influence their behavior, particularly by encouraging and rewarding continued use. In contrast to the one-hit-wonders and overnight sensations of viral content, gamification “keep[s] people engaged to keep doing things, as opposed to … You click, you watch and then never see it again" (Patel, 2010). Gamification has already proven to be a powerful tool in driving user engagement. What is Gamification? Why Does Gamification work?

PricewaterhouseCoopers joins GSummit as a Sponsor PricewaterhouseCoopers is ready for Gamification As the market for gamification matures, there are a number of significant changes in store for our nascent industry. Chief among those is the increased attention from bellwether companies that signal broadening support for our view of increased engagement through great design. One of the most sought-after categories is consultancies, particularly the large management/strategy agencies. That’s why we’re so excited to welcome PwC — PricewaterhouseCoopers — to GSummit as a first time sponsor. Obviously, PwC is not the only consulting firm involved in gamification, as evidenced by the amazing representation from top tier consulting firms for the first time this year at GSummit. I’ve long maintained that having practices devoted to gamification at major consulting firms was an important part of our maturation as an industry, but I’m especially pleased at the major progress we’ve made. Save $150 on your ticket by using code GBLOG14 at checkout!

Jeu, RH et recrutement : game over ? Ils ont été une des tendances fortes de l’année dernière. Ils ? Les « serious games » à vocation RH (formation interne, simulation, sensibilisation des équipes...) et recrutement (mise en situation, découverte de métiers, orientation...). Ils se font en revanche plus discrets sur ce premier semestre 2013. Phénomène de (jeu de) société ? Pour qu’il y est phénomène de société, plusieurs ingrédients sont nécessaires : un gourou, un credo qui claque, une grand messe et ses avatars (c’est la moindre des choses, pour un jeu) ! La figure charismatique, il semble que ce soit Gabe Zicherman, speaker, auteur et organisateur du GSummit (Le Gamification Summit, silicone-valley-based en plus - 16-18 avril dernier à San Francisco). Là où il y a du game, y'a pas de plaisir ? Ah oui, au passage, on parle de ludification en français, mais gamification, c’est plus moderne. Et le phénomène s’est répandu… En France, 2 pôles peuvent revendiquer le titre de LA région du serious game.

What We Can All Learn from a Montessori Classroom As we scramble for ways to improve our schools, to meet every student’s needs, to push back against a test-score driven educational culture, many of us wonder what the right path might look like. Is it possible that path has been under our noses for more than 100 years? Until five years ago, I had no idea what Montessori was. When I heard people use the word, I assumed it was some early-childhood thing, some kind of school that was maybe a little esoteric and maybe a little privileged. Then, when my oldest child reached preschool age, and then the next kid and the next, I sent them to a Montessori preschool. During those years, I became more familiar with Maria Montessori’s philosophy, pioneered over 100 years ago in Italy, and I liked it. For some parents, it wasn’t that simple. Several years ago, a tiny educational revolution started in Bowling Green, Kentucky. First, they held several meetings to see if enough families would be interested in the school. I think we could.

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

Related:  Gamification