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9 Techniques For Online Educators To Gamify Their Digital Classrooms

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 – giving some game elements to the process of study in order to motivate students and drive their learning behaviors. Related:  Gamification

- Gamify Learning: 20+ Resources Gamify Learning: 20+ Resources 0 Comments April 18, 2014 By: Shelly Terrell Apr 17 Written by: 4/17/2014 6:21 PM ShareThis “Games are an extraordinary way to tap into your most heroic qualities.” - Jane McGonigal, Author of Reality Is Broken: Why Games Make Us Better and How They Can Change the World People enjoy playing video games. Social- Now video games tend to have social forums or virtual worlds where players interact, allow collaborative playing, and allow players to talk to each other with headsets. Check out how to make your learning resemble video games in the slide presentation below. Make the Learning Resemble Video Games You don’t have to gamify your curriculum all at once. Mission: Snap a photo of graffiti you think could be art and tell us through an audio recording why you think it is art versus just graffiti.Tools: Fotobabble App or visit Fotobabble.comPoints: 10 points for turning it in and 5 points for posting a short reflection in your blog.

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. Here are three game-based classroom solutions that helped me transform my fourth grade classroom into a dynamic learning environment. All three tools are completely free. Socrative The first, and probably the most popular game-based classroom platform is Socrative. Here is a short introductory tutorial on Socrative Kahoot FlipQuiz

The Secret to Effective e-Learning Games Serious games do more than just offer a few badges for finishing a quiz here and there. An effective serious game creates a learning environment where learning objectives are translated into important behaviors, where the context is meaningful to the learner and decisions are consequential. Serious games go a long way toward creating a unique, effective learning experience. As Quinn says, “You have to start thinking about putting the learners into a context where they have to make decisions, understand why those decisions are important, want to make those decisions, and know that there are consequences of those decisions.” An effective game doesn’t have to be heavily produced and full of animations, but it does need to be heavily designed from an instructional design perspective. Take a look at these 5 essential elements found in effective e-Learning games Keep these key ideas in mind as you create your next e-Learning game, and you’ll be amazed at how engaged your learners are!

Tapping Into the Potential of Games and Uninhibited Play for Learning Part 1 of the MindShift’s Guide to Game-Based Learning. By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Think about popular games, old and new: Pac-Man, Mario Brothers, Space Invaders, Minecraft. All games facilitate some kind of learning. Gamification is popular in advertising, human resources, coffee shop loyalty programs, ongoing fast food promotions. Across the country, teachers are using gamification in their classrooms every day. Perhaps students receive badges recognizing the successful completion of each assignment. The Italian word “fiero” comes from the same Latin root as our English word “fierce.”

10 Specific Ideas To Gamify Your Classroom - 10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain a sense of confidence toward their work, and find motivation to expand their learning. However, this can be difficult for some students, who may struggle in traditional, lecture-based class styles. For some students, finding the motivation to complete homework or prepare for class can be a constant struggle, especially when every effort is met with a poor grade or frustration from teachers and parents. We’ve talked about designing your classroom like a video game before. How To Gamify Your Classroom: 10 Specific Ideas To Get It Done 1. Present the class syllabus as a form of Gamification. 2. Like in video games, students should be allowed second chances. 3. 4. 5. 6. 7. 8. 9. 10. Conclusion

- Gamify Your Class Level I: Xp Grading System 0 Comments April 20, 2014 By: Chris Aviles Apr 20 Written by: 4/20/2014 10:21 AM ShareThis I believe every good, gamified class must have a Total Points, xp grading system. For my class, I had to make the Total Points system work within a percentage grading system. Tests – 45%Quizzes – 30%Homework -15%Participation -10% A quiz is worth 15% less then a test; a test is worth 4.5 times more than participation. Epic Quests (Tests) – 1000xpHeroic Quests (Quizzes) – 500xpSide Quests (Hw) – 400xpSocial Quests (Part/Disc) – 300xp You’ll notice, I also changed the names of the categories to better reflect what one might find in a video game. Anyway, we know that dividing the xp they earn by the xp a quest is worth gives us their percentage grade. Lets say a student takes three Heroic Quests (Quizzes) and scores: 450xp/500xp,350xp/500xp,500xp/500xp1300xp/1500xp total 1300xp divided by 1500xp = 87%. Here’s a screen shot of my gradebook: 1. 2. 3. The rest of the picture are some quests and xp values.

Design Your Class Like A Video Game How Video Games Have Mastered Learning Engagement Terry Heick Agreeing on how to best establish what a learner understands isn’t simple — if for no other reason than understanding isn’t simple. Gamification and game-based learning (which are different, by the way: the former uses encouragement mechanics to promote engagement, while the latter uses video-games as core sources of learning material or cognitive action) is one response. By embedding diverse achievements into activities and assessments, learning progress can be refracted infinitely. These systems would be able to more flexibly respond to unique learner pathways and abilities, and would further serve as encouragement mechanics — instead of one carrot stick, there are hundreds. But video games have even more to offer formal learning systems. To be able to do this before moving on to that. Stifling the Fun Not much different than school, then. Most game designers have learned, however. Climb a mountain or slay a robot enemy? 1. 2.

Gaming for social good is more than an ethical diversion Most of us are only too aware of the seemingly intractable problems we’re facing within healthcare, education, community building, environmental sustainability and regional conflict. But could interactive games provide part of the solution? The organisers of the 11th annual Games for Change Festival in New York (April 22-26) seem to think so. In conjunction with the Tribeca Film Festival, the festival will unite game creators, policy makers and educators. “Gaming for social good” – the use of digital games or elements of games for non-entertainment purposes – is a large arena that includes serious games, game-based learning, games with a purpose and gamification (or game thinking and mechanics in a non-game context). Well-designed social-good games can produce positive outcomes by tapping into our intrinsic motivations and positive emotions. Click to enlarge The use of digital games for non-entertainment purposes is nothing new. Health and wellness games Medical research Rehabilitation

30 Facts About Gamification in eLearning How Can Gamification Improve eLearning? What is the Future of Gamification in eLearning Industry? Judging by the following 30 Facts about Gamification in eLearning, the future of Gamification in eLearning is brighter than ever. eLearning Industry in numbersThe eLearning market is now more than 16 years old (the word “e-learning” was coined in 1998). At Fortune 500 firms, 73.6 percent of technology-delivered training comes through networked, online methods. (1)Corporations can save up to 70% by replacing traditional training with eLearning (IOMA 2002).Over 18,000,000 college students are taking at least one of their classes online. Over 75% people are gamers (50% casually and 27% moderately to fairly often). (4) Learners recall just 10% of what they read and 20% of what they hear. Favorite Gamification Techniques (4) Progressing to different levelsScoresAvatarsVirtual Currencies Less Favorite Gamification Techniques (4) The Most Effective Uses of Gamification in Learning (6) References:

Great Game-based Learning Tools and Apps for Teachers May 9, 2014 Immersive environments can be good learning vehicles if constructed and used correctly. Here are a set of virtual worlds that use the latest in game mechanics to deliver instruction in fun and interactive ways. Consider them as a supplement to a classroom or for use with students that respond well to such immersion. Dora's Great Big World This iOS app immerses preschoolers in learning games on topics like letter recognition, early reading, and early counting. Create , play, and share games to support teaching and learning any subject, any level, any language, anywhere. Minecraft is a game about breaking and placing blocks. This web-based, historically accurate, CCSS-aligned, time-travel adventure teaches critical thinking, empathy, and global citizenship. Practice CCSS-aligned 3rd to 8th grade math within this web-based virtual world. This collection is curated by education technology consultant Lisha Vuskovich.

Gamification in Education The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. My ninth grade students have partnered on an epic quest with grad students at the University of Alaska Southeast and members of the Gamifi-ED OOC to study serious games, create an encyclopedia of serious games, and ultimately to create their own serious game in Minecraft. 1. Game mechanics are part of game theory. 2. As we saw with my "killer" student, there are four game-player types using this psychological evaluation. 3. Sixth grade teacher Michael Matera wowed me and other members of the OOC as he shared how he has completely gamified his sixth grade classroom. 4. 5. 6.

Games Tropico 4 The world is changing and Tropico is moving with the times – geographical powers rise and fall and the world market is dominated by new players with new demands and offers –– and you, as El Presidente, face a whole new set of challenges. Rating: Learning Topic: Cost: Initial purchase cost. Age: Post-SecondaryAdult, Junior (ages 11-13), Secondary (ages 14-17) Find out more game gwidth initial-purchase-cost post-secondaryadult junior--ages-11-13- secondary--ages-14-17- strategy simulation xbox---console windows-pc 40-minutes---1-hour medium authoring-system-(engine) no individual-students post-secondaryadult junior--ages-11-13- secondary--ages-14-17- social-studies