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
Level Up: Video Games Are The New Educational Hack - ReadWrite Video games are often at the center of negative press for their effect on children. But that's not the only story that can be told. Video games used as teaching tools can change lives and impart excellent skills. With news of any youth in possession of a gun or worse being the perpetrator of a shooting, the eyes of the world fall on their consumption of media: What video game did that child play last? But children can also learn from the creation of and interaction with video games dispelling the harsh stigma of the child/video game complex and bringing a revolution to the educational system. Video games utilized for education can have unique and positive effects. The Mind Research Institute's ST Math video game is another example of education gamification, as it utilizes the medium of a video game to teach students to conceptualize math in brand new ways. The gamification of education is radical and effective. Turns out—to no surprise—they can.
Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification Gamification has been part of teaching strategy in K-12 even before it was common for computers to exist in the classroom. Teachers have used games for decades to keep students engaged in the learning process, to make instruction easier to digest for students with varying learning styles, to get an idea of how students are doing that may not be reflected in test scores, and to boost morale in the classroom. Today, the things that are being done in the K-12 setting are often rather remarkable. Now that it is fairly common for students to have in-classroom access to computers, notebooks, tablets, or even wearable technology, the potential uses and impact of gamification has been significantly increased. While it may be more obvious to think of gamification as having a place in K-12, with younger students, there is also plenty of exciting potential for uses of gamification techniques in higher education. Here are few ways in which gamification can work in higher education:
World of Warcraft Finds Its Way Into Class World of Warcraft Students’ passions can be a powerful driver for deeper and more creative learning. With this knowledge, some educators are using popular commercial games like World of Warcraft (WoW) to create curriculum around the game. And they say they’re seeing success, especially with learners who have had trouble in traditional classrooms. World of Warcraft is a Massively Multiplayer Online Roleplay (MMOR) game, where players take on the identity of characters in a narrative-rich plot, working together to overcome challenges. “In my estimation, a well-designed video game is pure, scaffolded, constructivist learning at its best,” said Peggy Sheehy, one of the designers of WoW in Schools, an elective English Language Arts curriculum built around the game. “Game designers get that failure is anticipated and celebrated. Sheehy designs “quests” with particular learning objectives in mind that the students or — “heroes” as they’re called in class — must complete. Related
10+ Game-Based Learning Resources: From Practical Applications To Academic Theory by Dr. Nicholas White Blending education with entertainment is an ancient practice. Even in Athens 2,500 years ago, a lecturer, seeking to keep his students’ attention, may have made a witty comment about the summer heat. But in the 21st century, teachers have more tools than ever before to entertain their students and teach them valuable lessons in the classroom. The term “edutainment” has been coined in recent years and is quite often used in conversations about digital game-based learning. Games are being developed at an exponential rate for in-class application and have a scope that goes far beyond the Oregon Trail. 10+ Game-Based Learning Resources: From Practical Applications To Academic Theory Educade is a massive site with endless resources focused on games and education. The aforementioned represent only a small sample of the many tools available. Nicholas White holds a PhD in rhetoric from the University of Arizona.
Gamification in eLearning Facts Infographic e-Learning Infographics Gamification Infographics Gamification in eLearning Facts Infographic Gamification in eLearning Facts Infographic Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. The Gamification in eLearning Facts Infographic will walk you through some of the benefits of gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification. Find more resources on Gamification here. Read also: View also: Via: www.eidesign.net Embed This Education Infographic on your Site or Blog! Video Games and the Future of the Textbook Amplify’s digital offering includes a dramatic reading of Edgar Allen Poe’s “The Raven” with animation. Part 16 of MindShift’s Guide to Games and Learning The textbook is a problem that consistently plagues classrooms. At best, textbooks are innocuous, offering simple summaries of a very broad subject area. At worst, they oversimplify things, providing less information than an encyclopedia article without enough nuance or context to make it meaningful. One study showed that when students read textbooks, they tend to retain “absurd” details, but fail to “grasp the main point.” Teachers have always struggled with mediating the tension between the need for stable content and desire to support our students as they become creative and flexible thinking individuals. Just as we need to move away from a top-down model of teaching, we also need to move away from the textbook. Many ed-tech entrepreneurs are currently attempting to address this problem with games and electronic media. Related
How Gamification Can Help Boost Engagement at Your Startup (Infographic) Roughly 70 percent of companies trying to make big changes to their operations fail--not because the strategy itself was bad, but because they couldn't engage their employees (or customers) enough to get on board, according to Gartner. Gamification is one tool many businesses use to help solve this problem. The idea is to motivate employees or customers with a little old-fashioned competition--albeit facilitated with new tech tools. Gamification works inside your organization, for example, when workers compete to accomplish company objectives. The concept also applies to customers, such as when Nike introduced Nike+, an app that lets people share their workout stats and compete with each other and bring their performance to a higher level. Check out the infographic below from ClickSoftware to see how companies are using gamification to drive change with both employees and customers.
Game-Based Learning: Is It the Future of Education? About ETR Community EdTechReview (ETR) is a community of and for everyone involved in education technology to connect and collaborate both online and offline to discover, learn, utilize and share about the best ways technology can improve learning, teaching, and leading in the 21st century. EdTechReview spreads awareness on education technology and its role in 21st century education through best research and practices of using technology in education, and by facilitating events, training, professional development, and consultation in its adoption and implementation. Math, Science, History: Games Break Boundaries Between Subjects Maison elfique Part 3 of MindShift’s Guide to Games and Learning. For far too long, school has organized learning into divided disciplines: English, science, history, math, and so on. It seems fine because we’re all used to it. The problem, however, is that students then internalize a divided conception of knowledge; they’re conditioned into a view of life where specialization reigns. While categorized subjects made some sense for the industrialized 20th century, they may not be the best bet for this century. Game-based learning offers an alternative. Of course, “fuzzy and ambiguous” isn’t always preferable. Although people have had specific trades and vocations since the beginning of civilization, some types of expertise haven’t always correlated to career or exchange value. Over the years, the term “Renaissance Man” has sprouted into common vernacular in order to identify the well-rounded intellectual who was an expert in a variety of subjects. This may be sensible. Related
20 Serious Games For School This content has been archived. It may no longer be relevant Rather than being designed for entertainment, serious games are made with a specific objective in mind. In education, this includes games designed to teach students a specific set of skills or an important concept. Instead of simply placing users in a fantasy world, they are provided with real-life experiences and scenarios, making the learning that takes place within the game extremely relevant. Social Studies/History Past/Present is an interactive history game designed for students in grades five through eight. English/Language Arts Math/Business Science Health/Physical Education GoVenture Health takes the form of an interactive textbook, allowing students to interact with parts of the body as they learn.Zamzee measures students’ physical activity in a way that encourages them to get up and get moving. For more articles like this, download Teaching The AvatarGeneration on iTunes.