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3 Edtech Tools You Can Use To Gamify Your Classroom

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. Socrative The first, and probably the most popular game-based classroom platform is Socrative. Socrative supports multiple choice, true/false, and open response items. Here is a short introductory tutorial on Socrative Kahoot Kahoot takes a somewhat different approach than Socrative. Here is a short introductory tutorial on Kahoot FlipQuiz Here is a short introductory tutorial on FlipQuiz Some Final Thoughts Related:  QCM - outils, etudes, articlesGamification

Les QCM : les réponses à toutes vos questions 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. However, this can be difficult for some students, who may struggle in traditional, lecture-based class styles. We’ve talked about designing your classroom like a video game before. Though some teachers may use game-based learning, such as having students play games like Little Big Planet (featuring Sackboy, pictured above), Minecraft or Civilization to reinforce content, Gamification uses game elements such as challenges, feedback, levels, creativity, and rewards to motivate students to learn, and master concepts. 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. This one isn’t always easy, so you may need to use your noodle a bit. 4. 5. 6. 7. 8. 9. 10.

Guide des caractéristiques et des usages des boîtiers - Éducation et sensibilisation à la sécurité routière Les boitiers de positionnement peuvent être utilisés pour différentes formes d’évaluation. Cet outil pédagogique peut être un moyen d’améliorer l’interactivité de séquences définies, de favoriser la motivation des élèves, de recueillir instantanément les réponses d’une classe et non de quelques élèves volontaires et d’informer rapidement le professeur sur les erreurs des élèves. Quels boîtiers, pour quels usages ? Les boîtiers de vote Les boîtiers de vote : un outil pédagogique pour interroger les élèves d’une manière simple sous forme de questionnaire à choix multiples (QCM). Ces boîtiers présentent souvent 4 ou 5 boutons indiquant un chiffre et/ou une lettre (1/A). Un écran simple permet de lire le numéro de la question. Il peut indiquer un score sous forme numérique ou avec un smiley. Les avantages : La simplicité et la rapidité de l’interrogation Certains boîtiers permettent de remplacer les chiffres ou les lettres par des couleurs. La correction est automatique. Les boîtiers de réponse

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. 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 Hated tropes in video game mechanics include “training” sessions, where players must prove to the video game that they can perform a basic function before moving on. Not much different than school, then. Most game designers have learned, however. Climb a mountain or slay a robot enemy? Takeaways for Learning 1. 2. 3. 4. 5.

Des boitiers de vote pour évaluer - Usages du numérique éducatif Sébastien Vivier1 utilise dans certaines séquences un tableau blanc interactif et des boitiers de vote. Ce matériel lui permet d’évaluer en début, en cours et/ou en fin de séance ce qui a été mémorisé et compris. Ces tests dynamisent le cours : les réponses apportées à un problème sont observées et commentées par les élèves avant de l’être par le professeur. Ils apportent à l’enseignant des informations qui l’aident à adapter sa pédagogie aux besoins, et lui permettent d’apporter de l’aide ou de la remédiation (évaluation formative). Il peut réagir à bon escient, en prenant en compte le pourcentage d’élèves qui n’ont pas réussi le test. Le fait d’afficher ou pas les réponses individuelles sur le tableau blanc interactif dépend de la méthode pédagogique et de l’ambiance de la classe : dans un climat propice à la collaboration l’affichage des erreurs facilite la co-formation. Dans l’exemple détaillé ci-dessous, le professeur pose 14 questions pendant la séance. Pour en savoir plus :

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. By 2019 half of all classes will be done online. (2)eLearning is $56.2 billion industry. 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 References:

AMC - Conception et correction automatique de QCM - Accueil About AMC Auto Multiple Choice is a piece of software that can help you creating and managing multiple choice questionnaires (MCQ), with automated marking. AMC is a free software, distributed under the GPLv2+ licence. Features LaTeX formatting Answers sheets are formatted with LaTeX, allowing mathematical formulas and many other potential uses. Shuffled questions and answers AMC allows to shuffle randomly questions and answers within each question, so that each answer sheet is unique. Automated marking from completed answers sheets scans After the exam, scaned completed answers sheets can be marked automatically by AMC, using Optical Mark Recognition (OMR). Marking Even if a default scoring strategy is defined, very fine customization is available for each question.

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.

Evaluation and survey with MOS Chorus Apprentissage: pour évaluer ce que les apprenants ont retenu et acquis (savoir, de savoir-faire et de savoir-être) avant, pendant et après la formation. Avant la formation : pour diagnostiquer les besoins en formation par l’évaluation des besoins et les mesures des prérequis ou pour permettre à l’apprenant de se positionner par rapport à un auto-diagnostique,Pendant la formation : pour permettre à l’apprenant de se positionner par des exercices de découverte et d’entraînement et la mesure de sa progression pédagogique, ou pour évaluer l’apprentissage en temps réel et l’ajuster, par des sondages d’opinion et la mesure de la progression pédagogique au niveau du groupe,Après la formation : pour évaluer ce qu’ont retenu les apprenants par la validation des acquis, la mesure de compétences et l’évaluation du comportement.

6 Steps To Get Started With Gamification Getting started with gamification is easier than you think. A playful attitude and curiosity prepare you for understanding the power of gamification. If you are interested in getting started with gamification check the following 6 steps! Gamification has seen a lot of buzz in the past year. Because games reward players and level them up, games need to know how well the players are performing. Due to this inherent tracking of player data, gamification is here to stay and will fundamentally change the way business is done, employees evaluated and promoted, and what the role of managers and HR business partners is. Make it a habit to look out for applications that people are talking about. In the next articles we will learn about motivational factors for gamification, and introduce gamified systems that you probably use, but haven’t realized that they use gamification to change your behaviors.