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Quest to Learn (Q2L)

Quest to Learn (Q2L)

http://www.q2l.org/home-page

Related:  Des écoles inspirantes...fic2Education, games and gamificationPedagogie et Classe inversée

Entrepreneurship, Business Incubation, Business Models & Strategy Blog Hereby I want to present a list of virtual business incubators around the world. I’m absolutely sure that this kind of business incubation will be prevalent in the following years. So, let’s make this list together and help community of early stage entrepreneurs to find a better place to start on the one hand, and promote the new type of business incubation on the other. Below you will find two lists: the first is fixed list. It’s presented on this page and will be updated by administrators of the blog and me.the second is editable. Gamification of Learning Learn how incorporating a sense of play into your classroom or elearning environment can make your content more engaging and help students retain more information. Keyboard Shortcuts Overview Transcript View Offline Exercise Files Released

Games in Schools 3rd round - updated course - EUN Academy “Computer games are the most powerful learning tool of our age.” Professor Henry James, MIT We are delighted to announce this 3rd round of the Games in Schools course with new content, activities, webinars and subtitles in French, Italian, Greek and Romanian. The course takes into account some of the more recent developments in the area of games-based learning including virtual and augmented reality, a bigger focus on mobile games for smartphones and tablets, as well as the newest games and hardware available on the market. Enterprise Gamification Consultancy - Start Patience is a rare commodity these days, as we live in an age of instant gratification. At GamEffective, we've decided not to try and combat this trend, but incorporate it in to the way organizations work, to their benefit. We do this by providing feedback on performance, which has a great impact on employee motivation and performance. We're big believers in real time gamification and in the possibility of being able to know how well you're doing your job at all times. We have worked long and hard so that our platform will be able to integrate in to any existing platforms or systems that different organization may be working with. Our platform is constantly pulling different relevant information from all the systems that an organization uses, creating a real-time picture of the state of performance.

Gamification Wiki Gamification is a business strategy which applies game design techniques to non-game contexts to drive user behavior. According to a Gartner Research Report, it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By the end of 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years."

Students and Employers Benefit in Real World PBL By Dawne Adams and Robin Willner The Pathways in Technology Early College High School (P-TECH) 9-14 model launched in Brooklyn, New York in 2011. Serving every region and major industry in New York State with 38 schools for fall 2016, it re-imagines the pathway for students to complete their first college degree and step into a middle career. Game Based Learning: Serious Educational Play There is a common misperception that game based learning is about what has been labeled as “edutainment” or “chocolate-covered broccoli.” There is a fallacy underlying these sorts of games that goes like this: Students like gamesGames have levels and mechanics and pointsIf we add these things to learning content, students will like the content Not so much.

Les 14 écoles les plus innovantes au monde :-) Mathias Eis Schultz Innovation in education can take lots of forms, like incorporating new technology or teaching methods, going on field trips, rejecting social norms, or partnering with the local community. An innovative school could be modeled after a legendary CEO, like the Steve Jobs School in Amsterdam. Or it can be an institution that's blind to gender, like Egalia, in Stockholm, Sweden.

Serious Gaming: Entertainment Technology Yields Results for Research Ranging from Defense to K-12 Education In a laboratory at the Georgia Institute of Technology, researchers gaze intently into a line of large flat-screen monitors. Using hand-held devices and famous-name gaming software, they guide on-screen vehicles through winding streets and around or over obstacles. Groans can be heard when a vehicle doesn't make the grade. No, it's not break time in the lab. The gaming activity here is serious, aimed at investigating ways in which a robot might move through complex environments. Its ultimate purpose is to provide the U.S. military and other government agencies with tiny autonomous devices that could carry out combat or disaster-relief missions.

Game Theory Is Useful, Except When It Is Not Nobel prize laureate John Forbes Nash, mathemetician and game theorist, in May, 2005. (China Photos/Getty Images) The study of strategic interactions is gaining popularity across disciplines, but that does not mean its relevance is universal. Note: This article was originally published on July 8, 2013. Although game theory is now a household name, few people realize that game theorists do not actually study “games” — at least not in the usual sense of the word. How to Effectively Use Gamification in Education with Moodle About ETR Community EdTechReview (ETR) is a community of and for everyone involved in education technology to connect and collaborate both online and offline to discover, learn, utilize and share about the best ways technology can improve learning, teaching, and leading in the 21st century. EdTechReview spreads awareness on education technology and its role in 21st century education through best research and practices of using technology in education, and by facilitating events, training, professional development, and consultation in its adoption and implementation.

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