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Gamification of Education

Gamification of Education
Related:  Educational Technology and Useful AppsGaming

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

Top 10 Education Gamification Examples that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment. Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web Each student gets an avatar which can be visibly displayed in ClassDojo.

edutopia - Formative Assessment I thought I could read my students' body language. I was wrong. As an experiment, I used Socrative when I taught binary numbers. What I learned forever changed my views on being a better teacher. Why Formative Assessment Makes Better Teachers Formative assessment is done as students are learning. Here's what happened in my classroom. "We've got this, it's easy," they said. I looked at the other students and asked, "Do you have this?" They nodded their heads furiously up and down in a "yes." My teacher instincts said that everyone knew it, but I decided to experiment. I was floored. I taught for another few minutes and gave them another problem. But the end result was not what you think. I am sold. Good teachers in every subject will adjust their teaching based upon what students know at each point. Formative Assessment Toolkit Learn the strengths and weaknesses of each tool. 1. Socrative can be used for quick quizzes and also on the fly, as I've already shared. 2. 3. 4. 5.

3 Reasons NOT to Gamify Education Gamifying education is all the rage right now. Applying game mechanics skillfully is almost a fail-proof way to engage students and incentivize learning. Students sit quietly in their spots for the Super Student Badge; they line up when the bell rings to get 5 points; they see their Star Bank growing with each answer they get correct in an online educational app. We even hosted a whole session on gamification at our SF Edutech Meetup as members clamored to discuss the promising yet entirely intriguing topic. I’ve been a student and a teacher, and there’s no doubt in my mind that infusing school with competitive gaming antics can boost test scores and set the tone for perfect classroom management, but in some ways, I agree with Professor and Video Game enthusiast, Ian Bogost, that “gamification is B.S.” and here’s why… 3 Things to Consider Gamification is a highly psychological principle that is easily marketable. 1. 2. 3. Let’s hear from a stellar teacher This debate isn’t over

15 Uses for the Swivl The Swivl is a robotic recorder of your classroom, but it can also do many other things. The Swivl is one of the most simple devices, but it is also diverse in its uses. After learning the specs of the Swivl, and just having some fun with it, I finally learned how to effectively use the Swivl, and find other uses for it by using some creativity. I’m a student in Mrs. Vicki Davis’ class and have come up with 15 uses for the Swivl in the time I’ve been testing it. 1. This is basically using the technique of flipping classroom, where you record your class, the student watches it at home, and then you do the homework in class tomorrow. This post was written by Akshay Patel, a tenth grade student, who tested the Swivl as part of his genius project. 2. When students are doing a group project, they could use the Swivl and record all of them instead of having someone else as the cameraman and be left out of the video. 3. 4. 5. 6. 7. With the Swivl’s marker, you can record clear, wireless audio.

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. My ninth grade students have partnered on an epic quest with grad students at the University of Alaska Southeast and members of the Gamifi-ED OOC to study serious games, create an encyclopedia of serious games, and ultimately to create their own serious game in Minecraft. 1. Game mechanics are part of game theory. 2. As we saw with my "killer" student, there are four game-player types using this psychological evaluation. 3. Sixth grade teacher Michael Matera wowed me and other members of the OOC as he shared how he has completely gamified his sixth grade classroom. 4. 5. 6.

Edtech and Elearning 2016: Top 200 Influencers and Brands Education is the doorway to the future, and we have a shared goal to create a better future for our children by providing them with the best education now, so they will have the best opportunities to succeed when they are older. In order to do this we must provide our teachers with the most up to date resources they need to succeed and make our schools more competitive. Funding for edtech companies is booming. We have conducted some analysis on edtech and elearning on our blog before, and it’s interesting to see how new influencers and brands have joined the community. We reached out to some of the top 20 influencers to ask them for their views on edtech and elearning. Alex Corbitt – English Teacher at The Bronx School of Young Leaders “Edtech has the potential to reshape the landscape of modern education. Monica Burns – Founder of Class Tech Tips, author of Deeper Learning with QR Codes and Augmented Reality “I’m excited about the way #ScannableTech is being used for deeper learning!

Book Review: The Gamification of Learning and Instruction, by Karl M. Kapp by Jennifer Neibert With a solid basis in academic research and design guidance for those who want to create meaningful learning experiences, Karl Kapp issues a challenge in his latest book, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Can we, as learning professionals, take back the concept of gamification, adding richer meaning and depth, to make it more meaningful to learning and instruction? If you’re up to the challenge, Karl Kapp’s latest book offers best practices, design considerations, and pragmatic recommendations that will surely change the way you think about enhancing your learning initiatives through the use of games. From the outset, Kapp argues that learning professionals already know gamification. Kapp’s goal for the book was to bring together all that is known about games, learning, and instruction, and create a sort of one-stop shop. In The Gamification of Learning and Instruction, he achieves this goal and much more.

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