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Education
Home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Want to help us create this website? Contact us! Introduction Education affects everyone. Instructor-ledComputer-based Instructor-Led Instructor-led teaching does not always have to be in a formal classroom setting. The benefits of an instructor-led teaching is that it is very interactive. The downside of instructor led teaching is that the effectiveness of this medium depends totally on the instructor. Payments to be made to a person to come to a meeting place and speak on a topicEmployees need to take time off to attend the courseTransport and accommodation may need to be arranged for employees Computer-based Just like instructor-led teaching, computer-based education also does not always have to be in a formal style. The benefits of computer based training are that it is cheap and people can do it at their own time. How can gamification help? Ananth Pai

» Gamification in Education: Epic Win, or Epic Fail? Have you ever felt that each move you made in life was part of a bigger game? These days it just may be, as a trend referred to as “gamification” has swept industries as diverse as marketing, travel, and even education. While turning everything into a game sure seems like fun, it’s not as easy as it sounds. This article will explore the trend towards gamification, as well as some of its criticism.WHAT IS GAMIFICATION? “Games are the most elevated form of investigation.” Albert Einstein Gamification is a strategy by which ordinary processes are infused with principles of motivation and engagement inspired by game theory. While games have been a popular activity throughout history, the Internet and social networking have inspired a whole new wave of players actively engaged in daily gameplay. What is it that attracts so many people to become so deeply engaged in these virtual environments? “Game design isn’t just a technological craft. But wait! Cashmore, P. (2010). Corcoran, E. (2010).

25 Things Teachers Should Know About Gamification Gamification has been a big buzzword in education in recent times. Using game-style methods to incentivize students to get their learn on can be fun and effective teaching and learning methods.Take a look at these 25 things that all teachers should know about gamification. See Also: The 100-Second Guide To Gamification In Education From the most simple questions (like, ‘what is gamification, anyway?) to the more complex ideas (goals and structure of using gamification in your classroom) and the history of its use (The Oregon Trail), these 25 bullet points will get you started in the right direction. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. Dr.

Game Learning Why college students stop short of a degree Gamification et apprentissage : ? quelles conditions ? ? iPlan U Learn, le blog Depuis quelques mois maintenant la gamification est le nouveau mot à la mode et la nouvelle tendance déclinée dans l’apprentissage en ligne des adultes. Le concept est simple : appliquer les principes du jeu (les mécaniques) aux séquences d’apprentissage pour renforcer la motivation, l’engagement etc. La plus « simple » de ces mécaniques consiste à récompenser les apprenants par un système de points qui rend visible la progression et la réussite. Dans mon article précédent par exemple, la répétition et la vitesse dans l’acquisition d’une compétence en font partie. Conséquence il me semble, des voix s’élèvent contre ces récompenses vides de sens, superficiellement appliquées à une architecture de cours très classique somme toute. Lors de ma veille hebdomadaire, j’ai rencontré 2 articles très intéressants qui ont nourri ces propos.

Talking About These Serious Games Association Good Time: 4 Ways to Reawaken Student Engagement Photo credit: iStockphoto Students want to be engaged in class. They really do -- but sometimes other things get in the way of their natural instincts. A few changes to how a teacher runs a classroom can make a huge impact on how engaged students will be in that classroom. Shuffle Seats I did the seat shuffle because class conversation had become stale, and students just seemed to be there but not actually there. Student Takeover Once in a while, it can be fun to let the students take over a lesson or two in a unit. Open Projects Open projects have been very successful in my class. Have Fun Sometimes teachers forget to bring the fun to the classroom. The students had so much fun making these videos, and they were able to share them with their friends and family and fight for bragging rights. There is never one answer to solve student engagement issues.

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3.

4 Steps to Better Writers Clarity. It is what we long for when we travel through a student's essay. Yet our struggling writers make us wander through a cluttered maze of thoughts, leading to dead ends. We want an awareness of purpose. A few years ago I had a Steve Jobs infatuation. Only when you consider where we were can you appreciate this accomplishment. It got me thinking about a theory of four. I came up with POET, a simple and effective pre-writing strategy for your students. P = Purpose Every strong essay had an unwavering commitment to the purpose. O = Organization The best essays have a system of organization. Chronologically: from the beginning of the piece to the end.Cause and effect: showing the techniques an author used and the effects they created.General to specific: look broadly through a telescope, then focus under a microscope, noticing the small details contributing to the big picture.Compare and contrast: start with what unites works and move to appreciating differences between them. E = Evidence

Video Games and Social Emotional Learning A lot of talk, press, and focus in this era of learning is on common core standards and 21st century skills and literacies. What is often neglected is the importance of building social emotional skills within the classroom. The challenge of raising knowledgeable, responsible, and caring children is recognized by nearly everyone. Few realize, however, that each element of this challenge can be enhanced by thoughtful, sustained, and systematic attention to children’s social and emotional learning (SEL). Two principles guide this article: Social-Emotional skills and strategies should be addressed and taught in school settings.Video and online games can promote SEL skills and as such, should be integrated into classroom instruction. Social Emotional Skills in School According to the Collaboration for Academic, Social and Emotional Learning (CASEL) CASEL identified core competencies for social-emotional learning: Self-Awareness

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