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Gamifying Education: Do We Know How to Gamify the Classroom?

Gamifying Education: Do We Know How to Gamify the Classroom?
Gamification in many parts of education is a sham. Listening to the researchers and experts in this area has convinced me of that. If you’re interested in making your classroom more intriguing and powerful, read on. We can do better. Who Is Shaping The Gamifying Education Conversation? In this week’s conversation with Australian Gamer and researcher Lauren Ferro we all went on a bit of a rant about the ridiculous state of badges in education.Teacher Alice Keeler uses games all the time (and doesn’t give grades).Sixth grade teacher Michael Matera reinvented his whole sixth grade classroom as a Games Based classroom and shares how he did it.A Higher Ed Panel had a powerful conversation for why we need games in highered. All of these are YouTube videos that have been recorded over the past week and a half as part of the Open Online Community (called an OOC) focusing on games in education. I have 3 take aways from the learning so far: #1: The Way We’re Doing Many Badges In Education Is A Joke

MindShift's Guide to Game-Based Learning MindShift Guide to Digital Games and Learning How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. Here's a preview of the table of contents: Introduction: Getting in the Game (Page 4) An overview of games in the classroom from Katie Salen Tekinbaş, executive director of the Institute of Play. What the Research Says About Gaming and Screen Time (Page 6) Much of the research around digital games and screen time is evolving. Using Games for Learning: Practical Steps to Get Started Continue Reading Continue Reading

Atari Founder Nolan Bushnell Talks Gamification in ED – Part I Atari and Chuck E. Cheese founder Nolan Bushnell sat down with the Core and AmericanEDtv to discuss a plethora of topics in education, gaming and the art of creativity in education and business. Bushnell discusses what it was like to be Steve Jobs’s boss in the mid 70′s and how the most creative personalities rarely go to college. Bushnell talks about his new book, “Finding the Next Steve Jobs” and how HR departments can do a better job of ferreting out actual talent. Enjoy! Rod Part II Part III 7 Ways to Create and Deliver Online Quizzes Creating and delivering quizzes and tests online offers a number of advantages over paper-based quizzes and tests. Many online quiz services allow you to create quizzes that give your students instant feedback. Some of the services provide the option to include picture and video prompts in your quizzes. And all of these services save you the hassle of printing your quizzes. Blubbr is a neat quiz creation service that you can use to create video-based quizzes. Zoho Survey is a feature-packed tool for creating online quizzes and surveys. Quizdini is a free tool for creating online quizzes. ImageQuiz is a free service that allows you to create quizzes based on any images that you own or find online. Socrative is a free quiz/ survey tool that I've been using a lot over the last couple of years. Infuse Learning is similar in concept to Socrative with a couple of differences worth noting. I couldn't create a list like this without including Google Forms.

A Practical Way To Apply Gamification In The Classroom How To Apply Gamification In The Classroom To Enhance Motivation As a teacher in a public school in Thailand (English Program), I have read a lot about gamification. I haven’t noticed it before, but it is being used in our daily life in all sorts of ways. After a lot of reading, I tried to implement gamification in my classes. Students today are digital natives; not like their digital immigrant teachers. As a science teacher, I have noticed that students lose their attention very quickly or seem to have no motivation to learn the curriculum's topics: That’s even before the mental challenges required by the science subject. What Is Gamification All About? Many studies have looked into the games industry to find out why games are so addictive to both children and adults. Challenge.Chance.Competition.Cooperation.Feedback.Rewards.Winning.Progression. These game elements can be easily extracted from a game content and applied to almost any field. Grades Are Fun Conclusion What do you think?

Software Library: MS-DOS Games : Free Software : Download & Streaming Also For Apple II, Macintosh, Windows, Windows 3.x Developed by MECC Published by MECC Released 1990 Pacing Real-Time Perspective Bird's-eye view, Side view, Text-based / Spreadsheet, Top-down Educational Geography, History Genre Educational, Simulation Setting Western Interface Text Parser Gameplay Managerial / Business Simulation Visual Fixed / Flip-screen Description As a covered wagon party of pioneers, you head out west from Independence, Missouri to the Willamette River and valley in... favoritefavoritefavoritefavorite ( 325 reviews ) Click here for the manual. Also For Amiga, Amstrad CPC, Apple II, Atari ST, FM Towns, Game Boy, Game Gear, Game Boy Color, Genesis, iPad, iPhone, Macintosh, NES, Nintendo 3DS, PC-98, SAM Coupé, SEGA CD, Sharp X68000, SEGA Master System, SNES, TurboGrafx CD, Wii Published by Brøderbund Software, Inc. MS-DOS: Oregon Trail Deluxe, The by (1992) favoritefavoritefavoritefavorite ( 129 reviews ) Developed by Brøderbund Software, Inc. software eye favorite 215

Forget Gold Coins and Badges: The Real Value of Video Games for Learning Digital Tools “Game-based learning is not gamification!” exclaims Jordan Shapiro, author of FREEPLAY: A Video Game Guide to Maximum Euphoric Bliss. “We don’t need gamification if gamification is about competition and commodification of learning,” Shapiro says in this talk at the Global Education And Skills Forum in Dubai. “There’s no need for more commodified motivation. So what can games do? Check out Shapiro’s fascinating talk, in which he addresses the pitfalls of ed-tech, the value of inquiry learning, and more here. What’s the Real Value of Video Games? Related Explore: Games and learning Everything You Ever Wanted to Know About Badging in the Classroom: Our Definitive Guide SmartBrief Exclusive Preview Everything You Ever Wanted to Know About Badging in the Classroom: Our Definitive Guide With new programs and standards emerging, digital badges are helping students prove what they've learned in--and outside--school. By John K. Waters05/30/13 This article appears in the May 2013 issue of T.H.E. March was a big month in the world of digital badging. These developments signal the fast approach of a tipping point for digital badging in K-12 education. Grant works for the Humanities, Arts, Science, and Technology Advanced Collaboratory, better known as HASTAC (pronounced "haystack"), which administered the most recent MacArthur competition, the fourth such contest and the first to focus on digital badges. Why are all these organizations using their considerable weight to promote the development of digital badges? That idea seems central to the support digital badges are receiving from the Obama administration. What's a Digital Badge, Anyway?

Kategori:Svenska/Alla uppslag - Wiktionary Definition från Wiktionary, den fria ordlistan. Denna kategori innehåller samtliga uppslag där minst en av definitionerna har givits markeringen "Alla uppslag". Orden kan ha ytterligare betydelser; se respektive uppslag. Se även kategorierna: ← Kategoristartsida, Svenska, Alla uppslag Learnification Of Gaming All members of my family are gamers. We play tabletop games, computer games, and card games. We have a lot of fun doing it; we also treat these activities as a great social, family experience. Here are two stories which can build the context for the learnification of gaming idea. 1. Agent USA. It is the year 1985. Well; from today's perspective the game is quite miserable; just take a look at a couple of screenshots below. I had been living in Poland and knew nothing about the geography of United States. It was a perfect example of by-the-way learning while playing games, and an example of great learnification of gaming. 2. It is the year 2009. I know; this is definitely not a game for him (it is rated PEGI 18). But it was amazing for me that my son caught such facts and remembered them. My Thoughts There are many serious games which are not only playful, but educative as well. Let's take a look, for example, at a couple of classic tabletop games.

The Ups and Downs of Game-Based Learning A middle school student in Wisconsin tests his new game. By Nathan Maton Games have shown great promise for learning, but it’s not always easy to figure out the logistics of how to use them in class. Every student and teacher’s experience is unique and it takes time to calibrate and tinker to get the best out of the experience. What’s more, using games might lead to something neither students or teacher anticipated — more work. When it came to using the game Operation Lapis to learn Latin, the experience proved to be a mixed bag for students and teachers. After Kevin Ballestrini launched the game in his own class, ten other interested teachers decided to take a stab at using it in their classes. The teachers shared similar joys and frustrations with the challenges, whether it was an over-designed aspect of the game or the benefit of creating active learners. “The game provides an insurmountable problem because they cannot simply skid by not doing anything.” Bennet agrees. Related

My Beef With Badges Don't get me wrong. I love badges, digital badges for learning. And I don't mean just for some hoped-for potential to transform the learning landscape. I mean I love them for what I’ve seen them actually achieve: new literacies amongst youth to describe their learning within a Brooklyn after-school program; new motivation within an Atlanta private school; pride in portfolios within a Bronx library; a new understanding of how to use learning technology in a New Orleans day school; the emergence of formative assessment within a New York museum. I am informed by the theoretical but guided by practice, by what I have seen with my own eyes over the past five years. But, I do harbor concerns. Enough. The problem that concerns me the most is the lack of a broad ecosystem for badges. The first difference is between interest-driven youth and youth less able to direct their learning. The second is between a local badging system and a global one. So, what does this all mean?

Sju punkter för att få pojkar att läsa! LitteraturMagazinet Debatt Barn gör som deras föräldrar gör! För att få barn att läsa måste deras föräldrar och andra vuxna börja läsa. "Ställ inte krav på barn och ungdomar och deras läsning som du inte kan leva upp till själv." Det anser Kåkå Olsen som skrivit en masteruppsats om pojkars läsning vid Lunds universitet. – Det är sant att pojkar läser mindre och sämre än flickor, men det är framför allt sant att de läser andra texter, andra genrer och på andra sätt, säger hon. Hon slår ett slag för att omvärdera vad pojkar underförstått "bör" läsa. Här nedan har hon sammaställt ett sju-punktsprogram för att få pojkar att läsa mer. Barn gör som deras föräldrar gör och framför allt gör barn som föräldrar av samma kön gör. Råden är applicerbara oavsett kön, MEN Kåkå Olsen valde att skriva särskilt om pojkar därför att: Pojkar läser, statistiskt, mindre och sämre än flickor. Vill du läsa mer om pojkar och litteratur så finns Kåkå Olsens masteruppsats tillgänglig här.

Atlantis Remixed Transformational play involves the use of virtual worlds to help people learn and grow in a context where they can fail safely. Theory At its core, transformational play is a learning and empowerment philosophy that is grounded in the belief that each one of us is capable of, wants to, and deserves to achieve, great things. Unlike any other form of curriculum, these games offer entire worlds in which learners are central, important participants; a place where the actions of a ten-year old can have significant impact on the world; and a place in which what you know is directly related to what you are able to do and, ultimately, who you become. The theory highlights relations among the three interconnected elements of person with intentionality, content with legitimacy, and context with consequentiality. Research Manuscript (PDF) Teacher Manuscript (PDF) Engine Key features of the 3D engine include: Key features of the facilitator dashboard include: Key Game Mechanics: Projects The Doctors Cure