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The MindShift Guide to Digital Games and Learning

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.

http://blogs.kqed.org/mindshift/series/guide-to-games-and-learning/

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Software Library: MS-DOS Games : Free Software : Download & Streaming PLEASE NOTE: Due to a bug in Chrome Version 51, Oregon Trail does not work in that version of Chrome. It is expected to work in Version 52. The program continues to run in Firefox, Internet Explorer, and Safari, and in Beta/Canary versions of Chrome. Published by MECC Developed by MECC Released 1990 Also For Apple II, Atari 8-bit, Macintosh, Windows, Windows 3.x Genre Adventure, Educational, Simulation Perspective 3rd-Person Perspective, Side-Scrolling Sport Hunting Theme Managerial, Real-Time... favoritefavoritefavoritefavorite ( 190 reviews ) Click here for the manual.

Science Vallett, D., Annetta, L., Lamb, R., & Bowling, B. (2014). Diffusing innovations: Adoption of serious educational games by K-12 science teachers. Contemporary Issues in Technology and Teacher Education, 14(3). Retrieved from Apple Science Experiment Fall is here and apples are everywhere! We have been having fun with apple books and crafts and decided to do a little apple experimenting too. The kids love acid and base reactions, but this time instead of combining them we observed to see what effects they would have on apples. We began by choosing which acids and bases we were going to use. Using Big Data to improve learning, even with the Small Data we have today Although the possibilities with Big Data for learning seem enormous, the probability of the everyday learning person achieving the Big Data dream seems small. But the concept nonetheless pushes us to rethink our traditional approach to learning. Given the adoption of social-media tools around the world, the amount of data about people, their preferences and online behaviour never ceases to increase. IBM’s Chief Executive says “there will be 5,200 gigabytes of data for every human on the planet by 2020.” What we publish, like and share online helps marketeers, social scientists and others to personalise their offers (and sell you more stuff).

3 Myths of Gamified E-learning Courses [Infographic] You must have seen lot of people around you spending hours with their mobiles for shooting birds in Angry Birds or crushing candies in Candy Crush. This has not been only a recent fad; games have always been so popular because of their fun elements and engaging techniques. These elements and techniques are important for an effective learning experience as well. 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.

Game Building Resources The best FREE resources of game building for teachers and children: Building games for teaching Teach with Portal – Today, innovative educators are finding ways to incorporate Portal™ and Portal 2 into their classrooms—helping teach physics and critical-thinking skills. It’s eye-opening to see how video games can be used in amazing and unexpected ways to help educate our next generation.

A bright idea for gently yet firmly saying NO Angela is a National Board Certified Teacher with 11 years of classroom experience. In 2009, she turned her passion for helping other teachers into a career as an educational consultant based in Brooklyn, NY. As founder of Due Season Press and Educational Services, she's created 4 books, 2 online courses, a blog, podcast, curriculum resources, and conducts seminars in schools around the world. Subscribe via email to get her best content and exclusive tips & tricks!

Ten Things I Believe About Workplace Learning For nearly three years, I’ve been exploring social learning, informal learning, and the changing workplace. My beliefs about workplace learning have evolved quite a bit over those years, partly by experimenting with new ideas and learning from the results, both positive and negative. I’ve also grown by narrating what I learn here, whether you call that learning out loud, working out loud, or showing my work. By describing my current thinking and sharing that publicly, I gain deeper understanding through many interactions with insightful people from around the world.

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. I would like to share with you this experience of applying gamification in the classroom; a very practical approach which costs nothing and the results are priceless. Students today are digital natives; not like their digital immigrant teachers.

Video Games in the Brain: Study Shows How Gaming Impacts Brain Function to Inspire Healthy Behavior “Identifying a direct connection between the stimulation of neural circuits and game play is a key step in unlocking the potential for game-based tools to inspire positive behavior and improve health,” said Brian Knutson, Ph.D., Stanford University. Redwood City, CA (PRWEB) March 19, 2012 In news that could shift how game developers and healthcare professionals harness the power of videogames to do good, HopeLab and Stanford University researchers today announced new data showing that Re-Mission™, a video game about killing cancer in the body, strongly activates brain circuits involved in positive motivation (1).

No Prep Addition Game Hi friends! I am linking up with the fabulous Shelley Gray for another Bright Ideas Blog Hop! When I think of 'Bright Idea' I think of quality teaching methods, simple and practical preparation and teaching content that hits a skill right smack bang in the middle of the concept. I want to share with you a bright idea for addition.

Katie Linendoll on using media skills for training and other learning To round-off the ATD TK 2015 conference in Las Vegas, keynote speaker Katie Linendoll takes the stage. Linendoll is a global technology consultant, speaker, writer and media personality who contributes regularly to TheToday Show and The Huffington Post. Linendoll says that her work in media can provide several tips for the learning professional, to help us to a better job of improving people. 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.

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