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Using Gaming Principles to Engage Students

Using Gaming Principles to Engage Students
Game designers understand how to make games memorable and "sticky" in the sense that, even when you aren't playing the game, you're still thinking about solving its problems and puzzles. As teachers, how might we make our projects and content as sticky as games? How can we engage kids in thoughtful learning even after they leave the classroom? Here are game designers' top five secrets and some tips on using these same game dynamics to make learning in your classroom as addictive as gaming. 1. The Story Dynamic: Wrap Them Up in the Story Some of the best games have engrossing stories full of memorable characters and following time-honored patterns from mythology and narrative fiction. In any project-based curriculum, the story is the process. Rather than assessing the final product, find more ways to grade the process. What was surprising? All of these details can be recalled later when they turn in their final project. 2. 3. Early video games provided only one way to win. 4. 5.

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Students teaching students IT SPRINGBORO – Students preparing students for future careers was at the heart of a week long effort to promote information technology in Springboro Community City Schools. Springboro High School students enrolled in IT and digital media programs – satellite courses of the Warren County Career Center – recently taught their junior high and high school peers about computer science. “The purpose of this week is to bring awareness to the computer science field in the way of education and job opportunities,” said instructor Jenifer Conard. Gee 13 Learning Principles that Games can Teach Us According to Paul Gee, there are 13 learning principles that we can pick from games, divided in 3 main categories: – Agent/co-design principle: what you do matters, it affects the game – Customization of the experience for the learner; good games allow you to solve problems in different ways; they invite the gamer to try a different style – Identity: Who am I gonna be? What will I get if I do this?

27 Ways to Inspire Students to Innovate (Infographic) via MindShift Educator Mia MacMeekin made this infographic about ways to inspire students to think more deeply about how innovation applies to them. It’s a helpful way to begin a conversation about what it means to innovate, a word that sometimes seems to belong in the adult domain of business and is estranged from how students think about living their lives. This article appeared on Mindshift on November 29 2013 and was written by Katrina Schwartz. The infographic was produced by Mia MacMeekin.

How teachers can best use TED Talks in class What happens when a teacher mixes Madame Bovary and a TED Talk? Good things, actually. Photo: iStockphoto By Olivia Cucinotta What Happens When School Design Looks Like Game Design Quest to Learn Part 13 of MindShift’s Guide to Games and Learning. In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence. UK schools to make space apps with interstellar Raspberry Pi computers UK Space Agency astronaut Tim Peake will take two Raspberry Pi computers on his next space mission, in the hope that UK pupils will create their own app or experiment that can be deployed on the International Space Station. Peake will fly two “Astro Pi” maker-boards, which have been kitted with sensors, to the space station when he begins his six-month mission. Primary and secondary school children will compete to develop an idea for an application, which if successful, will be developed with the help of the Astro Pi, CGI and Raspberry Pi Foundation, who will code their idea. Peake will then load up the winning code whilst in orbit, set them running, collect the data generated and then download this to Earth where it will be distributed to the winning teams.

Author Paul Darvasi is a high school English and media studies teacher based in Toronto, Ontario. He is a lifelong gamer who holds a Master’s degree in Educational Technology (MET) and is a PhD candidate in York University’s Language, Culture and Teaching program with a research focus on video games and education. He designed The Ward Game and is currently co-designing Blind Protocol, an Alternate Reality Game (ARG) to instruct high school students on privacy and surveillance. His case studies on The Ward Game and Gone Home will be published in an upcoming book from ETC Press. He is co-director of the Toronto Student Film Festival, an active member of the IGDA Learning and Education Games Special Interest Group, and on the advisory board for GameTrain Learning.

Teacher Guides to Integrating Technology These guides come in very handy for every teacher looking to better integrate technology into his/her teaching. They are very simple,developed in a step by step process, illustrated by pictures, diagrams, video tutorials, and examples, and concluded with a webliography containing links to a variety of other websites relevant to the topic under discussion. Needless to mention the pedagogical implications we include in the review of the web tools we feature in our guides. @import url( Custom Search

Top 10 Discipline Tips for Kids with Oppitional Defiant Disorder Raising a child with oppositional defiant disorder can be extremely frustrating because you feel like everything is a constant battle. You just want your child to do his homework, pick up his toys, get dressed for school, etc. and you are constantly faced with refusal. As a behavior specialist and school psychologist I have had many parents and teachers ask for advice on how to handle this kind of defiant behavior. What is Connected Learning Ninth-grader Charles Raben has seen first-hand that by connecting the many spheres of his life -- peers, interests and academic pursuits -- new learning experiences can and will present themselves in both organized and unstructured ways. In the summer of 2012, Charles utilized his photography skills and the petition website to capture and share the story of Jerry Delakas, a longtime local newsstand operator who was in danger of losing his New York City license over a technicality. "I wanted to have that experience of creating change myself." The petition-making process proved to be a life-changing learning experience for the teen. Charles has become even more engaged in school, and all of his academic work is improving as a result of all of these activities because he has an identity now.

The Other 21st Century Skills Many have attempted to identify the skills important for a learner today in this era of the 21st century (I know it is an overused phrase). I have an affinity towards the skills identified by Tony Wagner: Critical thinking and problem-solvingCollaboration across networks and leading by influenceAgility and adaptabilityInitiative and entrepreneurialismEffective oral and written communicationAccessing and analyzing informationCuriosity and imagination Today I viewed a slideshow created by Gallup entitled, The Economics of Human Development: The Path to Winning Again in Education. Grading and Rubrics - Ms. Bailey's Game Design Class The Game Design 101 course will involve the following graded activities. Assessment Types A: Assignment Assignments require students to apply their knowledge to create a project these assignments D: Discussions (15) Discussions require students to post a response to a prompt relating to the material covered in class using evidence from their personal experience.