# 50 Great Sites for Serious, Educational Games

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Tips for Gamifying Your Classroom In the fall of 2012, during my first semester as a middle school language arts teacher, I taught my classes as a multi-player game (MPG). At the start of the year, I invited my students into a world I'd created and dubbed Veritas, and I asked them to take part in an adventure that would weave together tales from our literature study and narratives of their own making. I had a mountain of research to support my instructional choices, but truth be told, standing before them on that first day, I had absolutely no idea if it would work. Then they started asking questions. “I live on this island,” said one eighth grader, pointing to a tiny circular land mass on the map of Veritas. “What's it called?”

Computation of different effect sizes like d, f, r and transformation of different effect sizes: Psychometrica Statistical significance specifies, if a result may not be the cause of random variations within the data. But not every significant result refers to an effect with a high impact, resp. it may even describe a phenomenon that is not really perceivable in everyday life. Statistical significance mainly depends on the sample size, the quality of the data and the power of the statistical procedures. If large data sets are at hand, as it is often the case f. e. in epidemiological studies or in large scale assessments, very small effects may reach statistical significance. In order to describe, if effects have a relevant magnitude, effect sizes are used to describe the strength of a phenomenon.

What is gamification? Gameplay has a lot to teach us about motivating participation through joy. ‘Gamification’ is a new term, coined in 2008, for adapting game mechanics into non-game setting — such as building online communities, education and outreach, marketing, or building educational apps. Here are some ideas for how to do it. 6 Types Of Assessment Of Learning 6 Types Of Assessment Of Learning by TeachThought Staff If curriculum is the what of teaching, and learning models are the how, assessment is the puzzled “Hmmmm”–as in, I assumed this and this about student learning, but after giving this assessment, well….”Hmmmmm.” So what are the different types of assessment of learning? This graphic below from McGraw Hill offers up six forms; the next time someone says “assessment,’ you can say “Which type, and what are we doing with the data?” like the TeachThought educator you are.

Ed Games Week Highlights the Emergence of Video Games in Education Ed Games Week wrapped up with a 48-hour Education Game Jam that brought together over one hundred veteran and independent game developers, teachers, and students. (Photo credit: U.S. Department of Education) Games and play are a central part of childhood and can stimulate creativity and learning. Carolyn Rosé: Learning analytics and educational data mining in learning discourses - ISLS NAPLES Network - LMU Munich Content Basic reading Rosé, C., Wang, Y., Cui, Y., Arguello, J., Stegman, K., Weinberger, A., & Fischer, F. (2008). Analyzing collaborative learning processes automatically: Exploiting the advances of computational linguistics in computer-supported collaborative learning.

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. But while many misunderstand it as “building games,” the truth is far from it. LinkedIn, Amazon, or Loyalty programs are all heavily gamified systems.

Making sense of video analytics: Lessons learned from clickstream interactions, attitudes, and learning outcome in a video-assisted course Michail N. Giannakos1, Konstantinos Chorianopoulos1, 2, and Nikos Chrisochoides3 1Norwegian University of Science and Technology, Norway, 2Ionian University, Greece, 3Old Dominion University, USA Abstract Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. 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. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!)

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