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Made With Play: Game-Based Learning Resources

Made With Play: Game-Based Learning Resources
Resources by Topic: Intrigued by game-based learning, but not sure where to begin? Edutopia's series takes a look at game-like learning principles in action and commercial games in real classrooms -- and offers tips and tools for bringing them into your own practice. The Made With Play series is a co-production with Institute of Play; visit their website for many more resources around game-based learning for both educators and parents, including a comprehensive games and learning reading list (PDF). These videos were made possible through generous support from the Carnegie Corporation of New York, the Bill and Melinda Gates Foundation, and the John D. and Catherine T. MacArthur Foundation. Implementing Game-Like Learning Principles Q Curriculum Design Pack: A curriculum planning resource Q School Design Pack: A school design resource Q Games and Learning Design Pack: A game design resource Q Systems Thinking Design Pack: A systems thinking integration resource Back to Top

Related:  GTDUsages PédagogiquesGamificaciónGamingGamificación concepto

Gamification Is The New Corporate Performance Management Performance Management Systems Motivate Managers Well. Employees are Often Left with No Effective Performance Management. Yet, the same process and detailed encouragement to hit targets is, in most cases, completely absent from the lives of lower level employees. Gamification implementation can emulate successfully, a corporate performance management system, and align the employee well. What’s the Difference Between Games and Gamification? Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.” Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education. But everything game-like is not a game.

Gamification and Serious Games in Organizational Learning Infographic Adult Education Infographics Gamification Infographics The Gamification and Serious Games in Organizational Learning Infographic illustrates trends in gamification and serious games for organizational learning. From 551 people that completed the ASTD survey: 25% use gamification in learning20% use serious games in learning Also, it demonstrates the difference between gamification and serious games, and also outlines their top three applications such as:

Ideas for Using Minecraft in the Classroom As is the nature of sandbox games, players can roam free, choosing objectives as they go. Because Minecraft has such open possibilities and potential, the teacher can choose how he or she wants to use it. Just as the student has the ability to be creative, the teacher has the same. That can be overwhelming, but luckily, there is a tool for using Minecraft created by teachers for teachers.

Beyond Minecraft: Games That Inspire Building and Exploration By Tanner Higgin, Graphite The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area. But Minecraft is not the only game of this kind. Take a look at some of these.

Thursday’s Trending e-Learning Topic: Gamification - Lectora This Thursday, the trending topic is Gamification! Gamification makes learning more engaging by using game mechanics and game thinking in a non-game context—like e-Learning courses. Statistics show that gamification can lead to a 100% to 150% pickup in engagement metrics. If you’re looking to join the gamification trend, you’ve come to the right place! Read on to discover awesome tips that will help you gamify and add engagement your next e-Learning course:

The Learning Edge of Game Design By Erin Hoffman, Game Design Lead at GlassLab I often tell game developers that I came to GlassLab because I believe that the worlds of learning and education represent the next leap forward in game design. My feelings are mixed: I’ve loved “entertainment” games since I was a child; I’ve made playful interactive things on computers for longer than I can remember. My life — both work and play — has been connected to games forever. But the truth is that the mainstream industry got a little boring. A couple of years ago, games took a swerve into some depressing places: AAA teams where you spend 4+ years of your life on a tiny part of a huge (if magnificent) machine, startups that were making actual slot machines for iPhones, pay-to-win stacked-deck PvP tablet games.

3 Edtech Tools You Can Use To Gamify Your Classroom Gamification is one of the buzzwords in education right now, and for a good reason: Gamification is empowering, exciting, and under the right circumstances can be the disruptive innovator many teachers desperately need in order to change the dynamics between knowledge and the learner. There is an explosion of EdTech tools destined to gamify the classroom, most of which are web-based, while others come in the form of an app. Understandably, a teacher might wonder what is the best way to navigate through this sea of new, and subsequently, not thoroughly tested activities and tools. Throughout the school year I tried several game-based platforms with my students.

Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. 5 Online Games That Teach Kids the Art of Persuasion By Tanner Higgin, Graphite If there’s one thing that games can teach really well, it’s systems thinking. Getting good at a game like Portal, for instance, means learning its physics engine. When the game’s over, it’s only natural to draw comparisons between how things move, fall, and interact in the game and physical worlds.

GlassLab Today we launched an exciting new research and development initiative in partnership with Electronic Arts that aims to transform learning and assessment practices through digital games. Named GlassLab, the effort will explore the potential for digital games to serve both as potent learning environments and as real-time assessments of student learning. The Lab’s work is focused initially on assessments that track learning gains in middle school students against the Common Core State Standards and key twenty-first-century skills, like systems thinking, perseverance and creative problem solving. Located on the Redwood Shores campus of Electronic Arts near Redwood City, California, the Lab will draw on top Silicon Valley talent to produce innovative digital games, both modifications of existing commercially successful titles as well as original mini-games designed and developed at the Lab. Check out this video interview about GlassLab.

Microsoft Educator Network - Hot Topics : Games Based Learning : Consoles in the Classroom: Rich Game-Based Learning with Disney Infinity & xBox While computers have hovered in the corners of classrooms, and teachers have gradually found ways to incorporate them more into learning and not just reward, and there is an explosion of tablets in classrooms - the console is still not well regarded as a learning tool. Yet, in Australia there is a little project that has begun to explore the value of consoles for engagement and learning using xBox and the new Disney Infinity line. Infinity Learning is going into classrooms with 10-12 year olds and running 6-8 week sessions that teaches them literacy, narrative development, storyboarding and character development using the Disney Infinity platform. The aim of the program is for students to create their own game or story environment in the Disney Infinity Toy Box. For those who are not across Disney Infinity, imagine Skylanders type figures within a Minecraft world where you can mash up and design interactive environments using logic programming that is even simpler than MIT's Scratch.