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How To Gamify Your Classroom In 6 Easy Steps

How To Gamify Your Classroom In 6 Easy Steps
Gamification can be a great tool to incorporate into your classroom. Helping with student engagement and motivation, gamification is a growing trend. But for teachers who are new to gamification, incorporating it into your classroom may seem like a daunting task. Figuring out ahead of time how to introduce gamification concepts into your lessons and having specific goals in mind will make the experience a much richer one for you and your students than just gamifying concepts for the sake of it. Take a look at the handy infographic below to learn more. Clarify your desired learning outcomes firstMake them measurableChoose a ‘big idea’Storyboard the game. Katie was a teacher, graduate student, and is now the lady who makes sure Edudemic is as useful as possible.

6 Video Games You Can Teach With Tomorrow Realistically, a “with it” teacher can teach almost anything using almost anything. I’ve been taught trigonometry using a paper clip, and expository structure using paint. Tech is great, but nowhere close to necessary. But if the underlying learning process is well-thought out, tech can provide powerful common ground for teachers and learners. So then, video games. Video games do not represent a “rising medium,” but rather one that’s established, potent, and ready for application in any content area at any grade level. We’ve talked before about the concept of gamification, which refers to applying game mechanics to any non-gaming process. These games can serve not only to introduce teachers to the concept of using video games as something beyond a gimmicky way to “engage learners,” but demonstrate that video games are a platform worthy of any classroom dedicated to any content area at any grade level. 1. Appropriate Grade Level: 8-12+ (some mature content/themes) 2. 3. 4. Science: Physics

25 Things Teachers Should Know About Gamification Gamification has been a big buzzword in education in recent times. Using game-style methods to incentivize students to get their learn on can be fun and effective teaching and learning methods.Take a look at these 25 things that all teachers should know about gamification. See Also: The 100-Second Guide To Gamification In Education From the most simple questions (like, ‘what is gamification, anyway?) to the more complex ideas (goals and structure of using gamification in your classroom) and the history of its use (The Oregon Trail), these 25 bullet points will get you started in the right direction. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. Dr.

Everyday English Everyday English 1 on englannin alkeisoppikirja aikuisopetukseen. Se on jatkoa saman sarjan Starter-kirjalle, mutta soveltuu myös aloituskirjaksi opiskelijoille, jotka ovat jo joskus opiskelleet englannin alkeita, mutta kaipaavat niiden kertausta. Kirja soveltuu vapaan sivistystyön ohjatuille kursseille sekä myös itseopiskeluun. Kirjan pääpaino on suullisen kielitaidon kehittämisessä ja mukaansatempaavat keskusteluharjoitukset kannustavatkin opiskelijaa käyttämään kieltä rohkeasti. Kirjan kahdeksassa kappaleessa harjoitellaan monipuolisesti arkielämän puhetilanteita, tutustutaan mm. matkailu- ja ruokasanastoon sekä opiskellaan englannin kielen perusrakenteita. Lukuisat harjoitukset kehittävät kielitaidon eri osa-alueita monipuolisesti. Eurooppalaisessa viitekehyksessä kirja sijoittuu taitotasolle A1. Everyday English 1 -oppikirjaa täydentävät erikseen hankittavat opettajan ja opiskelijan äänitteet sekä sähköinen aineisto. Kuuntele opiskelijan äänitettä

Developing an e-Toolbox to Facilitate Universal Design for Instruction into Online and Blended Learning (EDUCAUSE Review At the University of Connecticut, Kimberly McKeown is Program Manager, Joseph Madaus is Co-Director, Center on Postsecondary Education and Disability, and Nicholas Gelbar is a doctoral candidate in School Psychology and Gifted Education. Manju Banerjee is Vice President and Director of Landmark College Institute for Research and Training. Key Takeaways Enrollment in online and blended courses at institutions of higher education has grown dramatically over the past decade, and the profile of students has changed radically as well. To address this, the UDI Online Project supported faculty members from several institutions in implementing UDI principles to promote access to learning in their online and technology-blended courses. Survey responses from participating faculty and students indicate that digital learning can increase participation, assessment, and feedback, though the lack of face-to-face interaction remains a challenge. Digital Learning Table 1. Table 2. Definitions Figure 1.

Gamification | mrmatera.com The Beginning… My first full year of gamification couldn’t go quietly into the night; it needed to go out with a bang. Survivor Renaissance was that big bang! Based on the show, students... Learn More Gamification for Teachers by Teachers community G+ Community Session Notes Our first meeting of teachers talking shop about gamification.

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. In essence, it is Human-Focused Design (as opposed to “function-focused design”). 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. The 8 Core Drives of Gamification 8) Loss & Avoidance

Awesome Teacher Turns Class Into Fantasy RPG | Gamers Association – Game Reviews, Previews, & Editorials With the belief that video games can make classroom learning more fun and effective, middle school teacher Richard Incorvia integrated a fantasy RPG into his course. Instead of assignments, grades, and stickers, his students fight epic battles, gain experience, and receive virtual gold to buy character upgrades. Every kid loves to see an A+ at the top of his paper, but doesn’t this sound so much more satisfying? Seriously, where were these progressive professors when I was still in grade school? Using Reddit to share his creative teaching tool with the world, Richard introduced us to Lesson Adventure. While we can’t go back to middle school and enroll in Richard’s class (I think my day’s of passing as a 13-year-old are long gone), there is nothing stopping us from making this brilliant idea a more regular reality.

Strategies and Resources for Supporting English-Language Learners "The hardest part of living in a different country is the language barrier. Because you know you have to learn the language in order to survive." – Betina Johnson Being an English-language learner in the United States is no honeymoon. Efforts to support ELLs have often been well meaning but misinformed. UC Berkeley experts Margaret Bridge and Bruce Fuller offer three examples of these faulty assumptions: The expectation that Mexican-American English-language learners would enter U.S. schools with inadequate social competence turned out not to be realized. What About Grammar Drills? Everyone agrees that ELLs need help in mastering "the basics" of grammar usage. Non-Negotiable Vocabulary for ELLs to Study Below are a list of websites and books that suggest ways to support ELLs. Websites to Support English-language Learners English Grammar Word Builder offers printable lesson plans, grammar rules, and online exercises. Online Articles Discussing How to Support ELLs

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