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Gamifying Student Engagement

Gamifying Student Engagement
In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to cooperate." Video games are interactive and engaging. It's no wonder they are so pervasive with both children and adults! A recent trend in the business world has been to bring game world elements into the real world. This methodology is referred to as "gamification." According to a Pew Research Center report, gamification is "interactive online design that plays on people's competitive instincts and often incorporates the use of rewards to drive action -- these include virtual rewards such as points, payments, badges, discounts and free gifts; and status indicators such as friend counts, re-tweets, leaderboards, achievement data, progress bars and the ability to level up." Corporations, such as Samsung, award badges internally to motivate their employees. Badges Leveling Up Modding Easter Eggs

http://www.edutopia.org/blog/gamifying-student-engagement-matthew-farber

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Digital Badges in Education: a quick overview Note: about a year ago Zack, myself, and a few other colleagues were asked to write a short, basic internal summary about badges in higher education. I realized that none of us had ever put it online. So here it is. What is a Badge? A badge is a digital symbol that signifies concrete evidence of accomplishments, skills, qualities, or participation in experiences (Educause, 2012). A digital badge typically consists of both a graphical icon and metadata about who earned the badge, the criteria for earning the badge, when it was issued, and who issued it.

Video Games Keep Tricking Us Into Doing Things We Loathe For me, it's almost gotten to the point where I no longer play games for the "game". I just want to see how the story plays out. And I feel like everything I do after the story is over is pointless. I've been playing Valkyria Chronicles 2 a lot lately. Technology Integration Matrix The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, constructive, goal directed (i.e., reflective), authentic, and collaborative (Jonassen, Howland, Moore, & Marra, 2003). The TIM associates five levels of technology integration (i.e., entry, adoption, adaptation, infusion, and transformation) with each of the five characteristics of meaningful learning environments. Together, the five levels of technology integration and the five characteristics of meaningful learning environments create a matrix of 25 cells as illustrated below. We appreciate your feedback.

'World of Warcraft' releases 10-year tower of stats Already leading up to a 10-year anniversary in November, the company behind "World of Warcraft" has issued a deluge of stats relating to the behemoth MMO. 100 million accounts have been created since launch in November 2004, spawning a total 500 million in-game characters in that time, reads the infographic on Blizzard's blog. Each day, players team up or go solo to take part in 900,000 events provided by the game's narrative, while another 670,000 PvP (player vs. player) instances provide a chance for the faithful to test their mettle against one another. Blizzard helps keep players motivated by dishing out 11 million achievements every 24 hours, while a virtual Auction House lets players trade or sell their characters' wares, allowing players to fund their own progress and Blizzard to keep a cut of all proceeds; that's on top of the $15 per month base subscription rate.

Digital Badges: An Annotated Research Bibliography v1 This annotated bibliography is a first step toward organizing literature about digital badges, open badges and badge systems. This domain involves multiple streams of literature from education, learning sciences, library and information science, reputation systems, and systems design. The bibliography includes peer-reviewed and non peer-reviewed articles, blog posts, news articles, white papers, videos, wikis and FAQs. We acknowledge that digital badges are an emerging topic and we have attempted to include a full spectrum of viewpoints. In light of this, we have chosen to provide descriptive rather than evaluative annotations. The Port of Hambeck To increase the trade in his lands, Lord Occam decided to found a new port town in his realm. Near the mouth of the river Sarum, he found the perfect spot to attract new settlers. To provide security for the settlers and their trading, Lord Occam decreed that a castle should first be built on the small island of Holm in the bay. A hall for gatherings was the first to be built, followed by a small gate tower leading to a small ship bridge connecting the island of Holm with the Hambeck mainland. Finally a large tower for the lord was constructed. This centerpiece of the castle was built with walls more than three meters thick, enabling the internal staircases to be built hidden from view.

Put multiple links into one - Oops! The bunch is either not defined or has been blocked. If you followed this bunch link from another website, you should notify the site owner. 2014 Virtual Unconference Speakers Chris is a Clinical Assistant Professor in the Department of Educational Technology at Boise State University. Chris is actively piloting and developing groundbreaking alternative approaches to delivering and tracking learning. With co-inventor Dr. Are badges useful in education?: It depends upon the type of badge and expertise of learner Samuel Abramovich, Christian Schunn, and Ross Mitsuo Higashi have published a new article about learner motivation and badges at Educational Technology Research and Development: Abstract: Educational Badges are touted as an alternative assessment that can increase learner motivation. We considered two distinct models for educational badges; merit badges and videogame achievements. To begin unpacking the relationship between badges and motivation, we conducted a study using badges within an intelligent-tutor system for teaching applied mathematics to middle-school students. Our findings indicate that badge earning could be driven by learner motivations and that systems with badges could have a positive

The Minecraft Teacher MinecraftEdu & Minecraft: Education Edition minecraftedu: As you might have already heard, Microsoft will be acquiring MinecraftEdu. You can read their announcement here. We’ll be posting FAQ on our website later today but here are some quick facts for MinecraftEdu users: You can keep using MinecraftEdu as long as you like.MinecraftEdu sales will continue normally for now.MinecraftEdu owners will be offered one year of the new Education Edition for free.MinecraftEdu Hosted Servers will keep working, and can still sign up for one.TeacherGaming won’t be going anywhere and we have new exciting plans for the future!We wanted to take the opportunity and share our thoughts on the matter. Increasing Student Engagement By Grading Backwards Good Morning. You All Have An F: Increasing Student Engagement Via An Additive Grading System by Rob Steller, classxp.org In a way, the current education system is already set up like a game–just not a very well designed one. Students earn points (grades), gain levels (grades), and in a way, have leaderboards.

Beyond Grades: Do Games Have a Future As Assessment Tools? Most tests represent a snapshot of one moment in the trajectory of a student’s academic journey, extrapolating what the student has learned overall. There are plenty of ways educators are trying to supplement those tests with more nuanced, formative assessments. With the advent of game-based learning, educators have been investigating how data collected from video game play could provide insight into the way students think as they explore new concepts. A report from the game developers, learning specialists and psychometricians involved with GlassLab’s project SimCityEDU finds that there’s great potential for games and assessment, but a lot of work to be done before games are used as primary assessment tools. SimCityEDU is a game created to introduce environmental science to middle school students.

Good Badges, Evil Badges? An Empirical Inquiry into the Impact of Badge Design on Goal Orientation and Learning There has been a lively debate recently among members of the badges community about the impact of badges on people’s motivation. Some are concerned that badges might stifle students’ intrinsic motivation and cause them to be more focused on winning new badges than on the work they are doing. Others support the use of badges, considering them superior to grades for evaluating student performance (Openbadges List, 2012). Yet whatever the differences, there seems to be agreement that the way badges are designed, and how they are interpreted by the learner, will ultimately determine the effects they will have on users.

If I selected this article for no other reason than that it had Jane McGonigal in it I'd be doing fine. This article gives an overview of gamification for increased student engagement, including badges. by nfuerst2 Sep 23

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