background preloader

Game-Based Learning: Resource Roundup

Game-Based Learning: Resource Roundup
Facebook Edutopia on Facebook Twitter Edutopia on Twitter Google+ Pinterest Edutopia on Pinterest WHAT WORKS IN EDUCATION The George Lucas Educational Foundation Games in the Classroom Interactive Fiction in the Classroom, by Matthew Farber (2015) As a classroom tool, interactive fiction sharpens close reading and writing, and logical and critical thinking. Back to Top Tips and Tools to Get Started A Guide to Game-Based Learning, by Vicki Davis (2014) A quick look at game modalities can help you approach game-based learning via single- or multiplayer, one-time or persistent, game or simulation . . . Using Games for Learning and Assessment Engaging Students With Innovative Programs Students as Designers: Game Jams! Games for Social Good Design Challenge: DIY Assistive Game Controllers, by Matthew Farber (2015) Students, working as designers, can work together to determine how to outfit standard video games with assistive-technology tools that students of any ability can enjoy.

Related:  Games 2mhborgenTeaching with GamesNewEd Resourcescheck out

Utilizing Gaming Elements: 5 Popular Ways Of Delivering Successful Game-Based Learning Digital games have the potential to create active and engaging environments for learning, supporting problem-solving and learning through practice. This is true for K12 students as well as seasoned corporate learners. Most technology-aided learning enthusiasts are eager to dive into game design so they can create learning games to be used in corporate settings. Creating effective learning games requires learning how to design good mechanics or rules and incorporating meaningful game elements. These features are included in games that help us immerse in the play experience. If the game is being designed for commercial purposes, the sole aim is to come up with game mechanics that are fun and game elements that are intriguing.

Mobile apps, gaming top students’ school wish lists - eClassroom News Classroom management software, e-learning solutions growing in popularity Three-quarters of schools in a recent survey say they currently use or plan to use e-learning software, and two-thirds of teachers and staff say they currently use or plan to use classroom management software. Educators were surveyed for The Changing Classroom: Perspectives from Students and Educators on the Role of Technology study, from information technology trade association CompTIA. “These tools facilitate online homework, accommodate students out for extended sick periods and make online collaboration between students and teachers easier,” said Carolyn April, senior director, industry analysis, CompTIA. “In many ways the education process is mirroring the way corporate America functions: remote access capabilities, teacher and student mobility and a 24/7 availability environment.” Indeed, technology is pervasive in today’s classrooms and school administrative offices.

The 23 Best Game-Based Education Resources for 2014 Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it’s an enjoyable, effective experience for students and teachers alike. We’ve curated 23 of the best game-based education resources for 2014. If your class hasn’t gotten its game on yet, then now is the time. Understanding Game-Based Education

Read Across America: Reading and Seuss-Themed Resources for Teachers Editor's Note: This year, Read Across America day is Monday, March 3rd -- a day later than usual. We published this reading-themed blog last year for Read Across America and Dr. Seuss's birthday, and it was a huge hit with readers. This year, we've updated the post to include a few new resources. (Updated 02/2014) Each year, teachers, students, and parents are encouraged to read their favorite books together in early March to honor Dr.

8 Principles Of Gamified Learning - 8 Principles Of Gamified Learning by Jonathan Cassie As our society continues to evolve in response to the rapid changes brought on by universally accessible mass technology, the act of teaching (and the experience of learning) has been under significant pressure to adapt. Since the turn of the century, a number of approaches have been offered by scholars and practitioners to answer this challenge. One of them that I feel strongly is an essential part of the educator’s toolbox is gamified instruction. Simply put, Industrial-age instructional techniques leave many Information-age students in the dust.

3 Myths of Gamified E-learning Courses [Infographic] You must have seen lot of people around you spending hours with their mobiles for shooting birds in Angry Birds or crushing candies in Candy Crush. This has not been only a recent fad; games have always been so popular because of their fun elements and engaging techniques. These elements and techniques are important for an effective learning experience as well. Adding these crucial game-like elements to something that encourages learning makes gamified learning. This integration of game-like elements into the online training program not only enhances the learner engagement but also retains learner’s attention and accelerates learning. But, where some corporate organizations are being really serious about gamifying their online training programs, some organizations do not realize its effectiveness due to their misconceptions about the whole concept of gamification.

Could Video Games Measure Skills That Tests Can’t Capture? A screenshot from the Posterlet game: choosing negative or positive feedback. Imagine you’re playing a computer game that asks you to design a poster for the school fair. You’re fiddling with fonts, changing background colors and deciding what activity to feature: Will a basketball toss appeal to more people than a pie bake-off? Then, animal characters — maybe a panda or an ostrich — offer feedback on your design. You can choose whether to hear a compliment or a complaint: “The words are overlapping too much,” or, “I like that you put in the dates.”

7 differences between mind map and Learning Map There is no difference, you are going to say. But there is. The main difference is that mind maps are all designed for presenting the idea or organizing/planning things together, thus all features are subjected to those needs, although you can use mind mapping tools for variety of different purposes depending on your creativity. Women's History Month: Six Lesson Plan Resources for Teachers March is Women's History Month, and International Women's Day, March 8th, is also a part of the celebration each year. For educators and students, the month provides a wonderful opportunity to explore and dig deeper into women's contributions, struggles, and triumphs throughout history. A great place to start is the National Women's History project, where students can explore this year's theme, "Working to Form a More Perfect Union: Honoring Women in Public Service and Government." Plus, in this list, you'll find some great resources for incorporating women's history into lessons this month and beyond, as well as resources for exploring gender roles and stereotypes with students.’s Women’s History Resources: This is a one-stop shop for diving deep into Women’s History Month. Here, educators will find learning resources, lesson plans, and a long list of quizzes and printables for the classroom.

What Video Games Like Doom Teach Us About Learning, According to GBL Guru James Paul Gee James Paul Gee is living many a teenager’s dream. (Or mine, at least.) The Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University has been playing video games for four hours every day since 2003, solving puzzles and battling bosses in games such as Doom, Darksiders 2 and Uncharted 4. Gee lives on a small farm, and when he’s not busy feeding donkeys or mashing buttons, he’s writing about what he’s learning about learning from video games. Gee has authored and edited many books examining the intersection between gaming and learning (in addition to his prolific writing on literacy and theoretical linguistics).

Games: The new learning experience As gaming technology evolves, the educational implications are almost endless It seems you can’t go anywhere in the education world without hearing about game-based learning. At its core, game-based learning connects learning and meaning to content to give students an intrinsic learning experience, in which the games elevate the content in a meaningful and engaging way. The Unlimited plan » Edynco 1. How does the billing system work? Subscription billing period which you have chosen starts on the day you pay for your subscription. Thereafter you will be billed on the same day every year in case you choose to auto- renew your subscription at the end of the billing period. 2. How do I pay for the subscription?