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Youtopia™: Your Student Engagement App

Youtopia is an online, student engagement application that provides instant access to plug-and-play gamification tools (points, badges, and leaderboards) tha...

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Dennis T OConnor's curator insight, December 21, 2012 10:13 PM

Engagement equals motivation! 

Mary Perfitt-Nelson's curator insight, January 23, 2013 10:47 PM

has anyone used this?

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Games and Education Scholar James Paul Gee on Video Games, Learning, and Literacy

James Paul Gee is an expert on how video games fit within an overall theory of learning and literacy. He is the Mary Lou Fulton Presidential Professor of Lit...

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Gamechangers Pty Ltd's curator insight, December 12, 2012 8:13 AM

Jim Gee contextualising video games in learning. Insightful as always. 

Martin (Marty) Smith's curator insight, December 30, 2012 10:22 AM

Great video remins me of the book Everything Bad Is Good For You By Steven Johnson. 

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School Uses Video Games To Teach Thinking Skills : NPR

At one New York City public school, students not only play in gamelike environments, they also make video games. A Quest to Learn director says the games are integral to 21st century literacy.

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Do Educational Video Games Actually Work?

Do Educational Video Games Actually Work? | Current Updates | Scoop.it
As video games become increasingly popular tools in the classroom, it begs the question: Do educational video games actually work?

Via AvatarGeneration, Maria Margarida Correia, Craig Ahern, Dennis T OConnor
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cheyann keith's curator insight, February 21, 12:49 PM

from what i see they do 

Matija Sprogar's curator insight, March 7, 7:49 PM

Yeah, just leap into the first multiplayer Mario platformer set in a 3D world! Play as Mario, Luigi, Princess Peach, and Toad—each with their own special skills—in the all-new Sprixie Kingdom. At http://s.shr.lc/19obdCc

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What Teachers Really Think About Game Based Learning

What Teachers Really Think About Game Based Learning | Current Updates | Scoop.it
Whether teachers are using jeopardy style questions to do test prep or bringing in online games like Minecraft to teach spatial reasoning, games have long been

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Malachy Scullion's curator insight, December 18, 2012 4:26 AM

Gamification is a huge thing happening right now all around the world. And it seems to be tapping into vast numbers of people, children and adults, in a wide range of subjects and disciplines. 

Christine Bushong's curator insight, December 18, 2012 10:54 AM

For competitive students, like the athletes that make up my school's population, games have strong appeal.

 

StraighterLine's comment, December 18, 2012 12:17 PM
Gamification helps learning.
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Neurology-of-Gaming-Infographic

Neurology-of-Gaming-Infographic | Current Updates | Scoop.it

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AnnC's curator insight, December 12, 2012 10:13 PM

 We need to share this info with parents so they can help their children make healthy choices regarding types and amounts of video gameplaying  in which they engage.

nihal abitiu's curator insight, December 25, 2012 4:57 AM

La Neurologie et l'apprentissage

Dennis T OConnor's comment, January 5, 2013 10:41 PM
Note: The origin of this infographic is: http://onlineteachingtoday.wordpress.com/2012/03/31/neurology-of-gaming-infographic/
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Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo

Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo | Current Updates | Scoop.it

Abstract


Whilst some critics may argue that games have no place in the classroom, in this article I argue that student achievement can benefit from building on the technology skill of the young people, allowing them to address real-life challenges within the safety of the virtual worlds of games. The young people of today play video games for entertainment and relaxation, and they are skillful at manipulating the virtual worlds that they inhabit during the games. Examples from classroom research illustrate how the use of video games in teaching and learning has the potential to change the way that we teach and improve the learning outcomes for the students by enabling them to experience real life examples. Teachers can harness these experiences and interests to engage and motivate students by taking advantage of the dynamic and interactive features of these digital games, thus enabling engagement in learning activities. This article highlights some of the issues and challenges facing teachers considering the use of game based learning in their classroom.


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