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The Gamification Guide for Teachers

The Gamification Guide for Teachers

Larian cède finalement au 'Canadian Dream' - Technologie - Datanews - levif.be - Data News.be Le but est de relever encore un tant soit peu la qualité des futurs jeux. Pour cela, il faut du personnel compétent. Et les subsides d'implantation spontanés qui sont accordés aux studios de jeux, sont aussi bons à prendre. Des représentants de la province canadienne du Québec sondaient depuis quelques années déjà le studio gantois de jeux vidéo, afin de savoir si un déménagement vers Montréal ou Québec City, qui forment l'épicentre de l'industrie canadienne des jeux vidéo, n'était pas possible. Swen Vincke, le fondateur de Larian, s'était toujours montré réticent: une grande partie de son équipe de développement a en effet Gand comme port d'attache, et lorsque l'entreprise était en pleine phase de production, elle n'a jamais éprouvé de difficultés à faire venir temporairement à Gand des concepteurs, artistes et programmeurs de jeux internationaux. "Pas de panique, nous ne partons pas", déclare le fondateur Swen Vincke.

The Secret to Effective e-Learning Games Serious games do more than just offer a few badges for finishing a quiz here and there. An effective serious game creates a learning environment where learning objectives are translated into important behaviors, where the context is meaningful to the learner and decisions are consequential. Serious games go a long way toward creating a unique, effective learning experience. Learning expert Clark Quinn reminds us in his book, Engaging Learning that “We are not, cannot be, about designing content. A fundamental perspective I want you to take away is that we are designing experiences.” As Quinn says, “You have to start thinking about putting the learners into a context where they have to make decisions, understand why those decisions are important, want to make those decisions, and know that there are consequences of those decisions.” Take a look at these 5 essential elements found in effective e-Learning games

Play to Learn: 100 Great Sites on Gamification Using incentives to encourage students to stay interested in educational pursuits is not a new idea. However, the incorporation of game mechanics, incentive systems, and other ideas borrowed from the game world to create a game-layer on top of existing educational systems is revolutionary, and many educators, students, and entrepreneurs are taking notice. Gamification of education can help students be more motivated and engaged, and can make it easier to remember what they’ve learned. These sites have some of the most insightful information and best ideas about how to use gamification to significantly improve education for everyone. Gamification Blogs & Experts Educators, gamers, game developers, and even parents and students are sharing their thoughts on gamification through blogs on the topic. Gamification Corp. Back to Top Game Platforms & Developers General Ed. Related Media

Top 8 eLearning and EdTech Trends for 2015 We here at DigitalWits spent the past four months talking with people in large companies, elearning agencies, corporate training departments, human resources, recruiting, edtech-focused venture capitalist firms, staffing agencies, instructional designers (both full-time and freelance) and our own clients over the past year to come up with our 2015 eLearning Trends Forecast. We identified eight key trends. Some of the trends didn’t surprise us, as we’ve had our eye on these for a while. But there were some—dealing with instructional designers--that had us snapping our heads back in a double-take. 1. Learning and Performance managers plan to pump up corporate profits by creating, marketing and managing for-profit MOOCs. I’ve talked about this before, but training managers in medium and large companies tell us transitioning from a cost center to a profit center is a main focus for their departments in the coming year. 2. 3. 4. Gamification expands beyond eLearning and training. 5. 6. 7. 8.

9 Techniques For Online Educators To Gamify Their Digital Classrooms Involve and motivate your students into the process of online learning with the help of gamification. Check what gamification is, and what gamification techniques you can use as online educator to make your digital classroom more interesting for your online students. Check the following 9 techniques that will help you gamify your digital classroom. Every educator's worst nightmare is his/her inability to motivate students and make them interested in the process of studying itself.Being educators, we perfectly understand the importance of techniques we use in a classroom, and the consequences these techniques may bring as a result. Gamification – giving some game elements to the process of study in order to motivate students and drive their learning behaviors. Teachers have been using different elements of gamification in their traditional classrooms for a long time already, even if they do not know what the exact term for such a phenomenon is.

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Recommended Background This course is designed as an introduction to gamification as a business practice. Suggested Readings Course Format Yes.

DigiWorld Institute by IDATE, Think tank, Consulting and Research : Telecoms, Internet, Media Une carrière à l'IDATE : plus qu'une opportunité d'emploi, un projet de vie Our goal: European excellence We are one of Europeans leading providers of market reports and consultancy services for the Telecom, Internet and Media industries. Already international in our perspective, products, partners and revenues (50% exports), we shall become increasingly so through our organisation forever in tune with our customers' needs. A fascinating profession By becoming an IDATE consultant, you become involved in a wide variety of projects, for a prestigious clientele from around the globe. Responsible and competent professionals Each of us truly controls the conduct of the projects assigned to us. Freedom and quality of life, daily While remaining in permanent contact with the central decision-makers, we have chosen to live in the South of France.

Jeux sérieux: Service de soutien à la formation Tout UdeS Cette section Bottin Accueil » Service de soutien à la formation Imprimer Connexion Jeux sérieux Jeux sérieux : apprendre en jouant… jusqu’à l’université (2e partie) (janvier 2012) Jeux sérieux : apprendre en jouant… jusqu’à l’université (1re partie) (novembre 2011) Le fin mot : ludification (gamification) (juin 2011) À propos : Quand ludique rime avec pédagogique! Service de soutien à la formation : ssf@USherbrooke.ca ou 819 821-7188 UrgenceFacultésServicesBottinCartes des campusPlan du sitemonPortailNous joindreConditions Tous droits réservés © Université de Sherbrooke, 2500, boul. de l'Université, Sherbrooke (Québec) CANADA J1K 2R1 Cheminement-critique-pour-devis.pdf community of practice Greetings from Oregon. My name is Clare Strawn and I am an independent consultant primarily interested in community building of all kinds. I have had the privilege of helping to launch and evaluate multiple Communities of Practice with adult educators, NSF STEM grantees, and international STEM innovators. CoP offers a powerful and deep theory of change. Hot Tip: Evaluation data are embedded in your web site. Lesson Learned: Defining the community is trickier than anticipated. Rad Resource: Digilit offers a great guide to evaluating CoPs. Do you have questions, concerns, kudos, or content to extend this aea365 contribution? community of practice My name is Melissa Cater, and I am an assistant professor and evaluation specialist at Louisiana State University AgCenter. Rad Resource: One of the resources provided by the Evaluation CoP is a list of 97 frequently asked questions. Lessons Learned: Hot Tip:

Méthodologie de gestion de projets e-learning Tout projet, quel qu'il soit, gagne à suivre une méthodologie structurée, rigoureuse et cohérente. Les projets e-learning, quelle que soit leur ampleur, n'échappent pas à cette règle Le respect d'une méthodologie de gestion de projets structurée, rigoureuse et cohérente permet d'éviter certains écueils (perte de temps, explosion des coûts, etc.) et de gérer au mieux le processus de développement et/ou d'adoption-intégration de l'e-learning dans la structure organisationnelle. Au début des années 2000 de nombreux contre-exemples ont desservi l'e-learning et masqué son réel potentiel. Ces solutions souffraient souvent d'un déficit méthodologique. L'e-learning n'est, par conséquent, ni bon ou mauvais, ni efficace ou inefficace, en soi. En conclusion, la réussite d'un projet e-learning est avant tout une question méthodologique. La méthode "ADDIE" Le guide e-learning propose la "méthode ADDIE". La méthode ADDIE est structurée en cinq étapes: Pour d'autres méthodologies, consultez:

Badges numériques et innovation pédagogique Ce vendredi, j’ai présenté un atelier sur les badges numériques et l’innovation pédagogique lors de l’événement du Refer 2015 sous le thème Le numérique à l’école : entre humanisme et utilitarisme. « La reconnaissance des apprentissages et des compétences est un défi de taille dans un contexte d’apprentissage tout au long de la vie (lifelong learning). Le badge numérique (digital badge), cet artefact numérique, permettra de valoriser les compétences, d’augmenter la motivation, de créer du sens, de réconcilier l’apprentissage formel, non formel et informel. Lors de cette présentation, voici les éléments qui ont été le plus partagés sur Twitter : « Les badges numériques sont des artéfacts d’apprentissage qui vont permettre de mieux outiller les humains dans leur rôle social afin d’affronter notre futur incertain. » Qu’est-ce qu’un badge numérique ? L’évolution des technologies en éducation (Hype Cycle for Education) Lien : Typologie des badges numériques

Articulate Storyline E-Learning Demos & Training Examples Periodic Table Periodic Table by Phil Mayor, Elearning Laboratory View the Articulate Storyline example (See more examples in the Articulate Storyline showcase) View the interactive example → U.S. U.S. View the interactive example → Enders Collection Enders Collection by Mike Enders View the Articulate Storyline examples (See more examples in the Articulate Storyline showcase) View the interactive example →

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