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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

Games in Education: Teacher Takeaways This August I attended the Games in Education Symposium, a free, two-day event held in upstate New York. Co-presented by 1st Playable Productions, it focused on practical implementations of game-based learning for K-12 teaching. Much of what I learned there has made its way into my lesson planning for this current school year. Game design professor and Multiplayer Classroom author Lee Sheldon gave the first day's keynote address. He spoke about what teachers should look for in learning games. Paul Darvasi gave the second day's keynote about alternate reality games (ARGs). Students as Designers There were several workshops about teaching game design. I learned more about the basics of paper prototyping, the paper-and-pencil testing of game mechanics prior to being digitally rendered. Have a low barrier to adoption (no technology needed!) The argument can be made that most commercial board games (off-the-shelf, from Scattegories to Settlers of Catan) meet Common Core State Standards.

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

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?

The MindShift Guide to Digital Games and 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. This guide makes sense of the available research and provides suggestions for practical use. 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.

Crossword Puzzle Maker You must have an OLD browser. The old crossword maker doesn't allow all of the new features like cool fonts, adding images, shadows, special colors, and much more coming in the furture like saving, and being playable online. You can upgrade your browser to IE 9+ or better yet, get the Google Chrome browser and enjoy all of those great features. Not convinced? You can go to the old version by clicking choosing it below. 2 reasons crosswords will not generate: 1. 1. Take the following example word list: "home, cat, dog". A slightly different impossible list: "home", "dog", "lizard" - all 3 have letters that they share! When you add a bunch of words, the chance for it being an impossible can increase (depending on many factors). 2.

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 Generalization & Game-Based Learning: What Parents & Educators Need to Know - LearningWorks for Kids One of the most common themes I hear about in my clinical practice is inconsistent learning. “Jacob knew all of his spelling words when we studied them at home last night, but received a 60 on his spelling test’” or “Emma knows where every American Girl doll is in her room, but can’t find her homework in her backpack.” While some of the inconsistencies we see in children can be attributed to motivation and memory, much of it is directly related to difficulties with generalization. Psychologists define generalization as the transfer of an action learned in one setting to a different setting, so that individuals are fully able to utilize the skills they have learned in one environment in various settings, with other people, and with different materials. Generalization is one of the transcendent themes of learning and education. Parents use the concept of generalization on a daily basis to help their kids learn skills across various settings.

Free Game Assets 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.

Khan Academy OER Commons Free Online Course Materials | Courses LANTERNFISH: ESL Games and Game Boards The ESL game boards found on this page are in the form of Microsoft Word documents. It may take a few second to open. Just click, print, and photocopy. A great motivating TEFL activity. Word Skills: Review synonyms, antonyms, beginning sounds, ending sounds, middle sounds, and rhymes. Guess What: Practise the word skill of saying what things are using relative clauses such as a person who, a place where, a time when, and a thing that. Super Quiz Games: Jeaopardy-style quiz games that teachers can customize with a click! Elementary School Science: Comprehension and vocabulary questions for grade 2-4 elementary school science. What Do You Want to Do: Teach concepts vocabulary about things that kids typically want like to do such as playing a game or doing a puzzle. Content Questions: Kids answer content questions like What do seeds need to grow? Opposites: A great vocabulary review for about 60 common opposite pairs. Categories Intermediate: Students name 3 examples of a category.

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