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25 Things Teachers Should Know About Gamification

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.

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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. Times change, and today's schools (as well as modern students) differ much from those ones we had 20 years ago. The main problem of today's schools is students’ engagement into the studying process.

Gamification of Education Home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Want to help us create this website? Contact us! Introduction Education affects everyone. Minecraft i skolan - frågor och ett videoklipp #minecraft Home » Blogg » Minecraft i skolan – frågor och ett videoklipp #minecraft Hur fungerar det här med spel och spelmekanismer i skolan egentligen? Är det möjligt att hitta entusiasm och ingångar för ämnen du annars inte brinner för? Kan man hitta metoder för inlärning i och utanför spelplattformen och ett kvalitativt förhållningssätt till spel i skolan för att undvika ytinlärning, elevfrieri och än mer distraktion i en datoriserad skola?

La psicología de la Gamificación La gamificación. Seguro que habéis oído hablar de esta palabra, pues llegó casi a la par que la distribución masiva de smartphones, ¿verdad? Por si alguien está un poco perdido, la idea de este concepto es bastante simple: Convertir tus tareas diarias en un juego, donde se reciben premios cada vez que realizas una tarea o consigues un objetivo. El plan es que, gracias a tales premios, te motives y sigas realizando objetivos personales. 8 Ways to Use Games in Education Gamification is found in many contexts these days, but none more prevalent than in the K-12 education environment. Classrooms are leveraging apps, point systems, leader-boards, badges, and everything between to make their content more dynamic. Truth is, gamification itself is not very new, but the tools that we have available that have increased its popularity, tablets and APIs in particular.

Gamification i undervisningen visualiserat » Pedagogiska Spelvärldar « Den oreflekterade skolan och den dogmatiska skoldebatten ”Den digitala skolan kan inte bygga på godtycke” » Gamification i undervisningen visualiserat Kategorier: "Med Minecraft möts vi på elevernas arena" och entusiastiskt. Om vikten av att skapa helhet, bra relationer till eleverna och om hur klassens samlade kunskap kan utvecklas med hjälp av 2.0-verktyg. Det är inte helt lätt att hänga med i svängarna när Jonas Lindahl, lärare vid Freinetskolan Hugin i Norrtälje kastar sig mellan metaforiska jäm-förelser och idéer om lektionsupplägg. Att engagemanget finns där går inte att ta miste på.

Gamificando la superación personal, Gamificando elearning mediante Moodle (#gamicap) Ponía como ejemplo de Gamificación ayer en Vitoria el de “Superbetter”, un juego ideado por Jane McGonigal que se utiliza para promover actitudes de superación personal (curación de enfermedades, dejar de fumar, etc). La idea es trabajar la resiliencia personal, como se explica en la misma aplicación a través de la curiosidad, el optimismo y la motivación, incluso en las situaciones más duras. Comparto el video de presentación también aquí, junto a la charla Ted en la que Jane, indudable pionera del tema en el mundo, explica su autobiográfico origen.

5 Differences Between Education Games and the Gamification of Education Posted onApril 14, 2014byKristen DiCerbo Gamification is generally defined as the use of game design elements in non-game contexts. Last week, Knewton released an infographic touting the benefits of gamification. However, the evidence provided was overwhelmingly about the use of games, NOT gamification. Interestingly, a lot of their argument comes from the MIT Education Arcade.

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