"Games can stand alone as a learning activity, providing valuable information to the player and her teacher, who can intuitively characterize the evidence provided by the game. In low-stakes situations, this is perfectly satisfactory. The quality of evidence about learning gathered is more important than the analysis of that evidence.
But another reason learning scientists are interested in games is because of their potential to provide a new window into the process of learning."
Anna Goldfeder's insight:
A must-read white paper on games-based learning and assessment.
Gamification is a trend that doesn’t seem to be going away any time soon. Incorporating game play elements into your classroom can help to create a dynamic, interactive environment that will help get and keep your students engaged in the material and excited to learn. It sounds great, right? But every trend will see a …
According to the latest data, video for homework is on the rise; mobile computing is "beyond the tipping point"; and most kids don't use traditional computers to connect to the Internet at home. Those are just three of the major trends revealed in the 2013 Speak Up Survey from Project Tomorrow.
As we bring gameplay into more aspects of our lives (from socializing to exercising), Tom Chatfield talks about one compelling aspect of videogaming: its measurability. Parceling out rewards at carefully calibrated percentages, games collect reams of data about what humans truly find rewarding, and precisely how hard we're willing to work for a win.
Game designers have mastered certain tricks that make games so addictive that people can’t stop playing them. Here are the top five secrets that game designers know, and some tips on how you can use these same game dynamics to make learning in your classroom as addictive as gaming.
"... all video games are like scripture for a new generation: part entertainment, part interactive experience, part persuasive storytelling. They are complex simulations that employ what author Ian Bogost calls “procedural rhetoric” in his book Persuasive Games. In the act of solving a game’s challenges, the player engages and internalizes particular ways of experiencing the world."
This visualization attempts to organize a series of emerging technologies that are likely to influence education in the upcoming decades. Despite its inherently speculative nature, the driving trends behind the technologies can already be observed, meaning it's a matter of time before these scenarios start panning out in learning environments around the world.
Gamification can be a great tool to incorporate into your classroom. Helping with student engagement and motivation, gamification is a growing trend. But for teachers who are new to gamification, incorporating it into your classroom may seem like a daunting task. Figuring out ahead of time how to introduce gamification concepts into your lessons and having specific goals in mind will make the experience a much richer one for you and your students than just gamifying concepts for the sake of it.
Take a look at the handy infographic below to learn more.
Those "5 Things You Need to Know About EdTech" posts seem to crop up on Twitter every couple weeks -- Tech isn't the Point of EdTech, EdTech is about Learning, EdTech is Exciting. But for those who've heard and read it all before, here's a completely different take on that headline.
Six key trends, six significant challenges, and six emerging technologies are identified across three adoption horizons over the next one to five years, giving campus leaders and practitioners a valuable guide for strategic technology planning. The format of the report is new this year, providing these leaders with more in-depth insight into how the trends and challenges are accelerating and impeding the adoption of educational technology, along with their implications for policy, leadership and practice.
Anna Goldfeder's insight:
This report is always a great - definitely worth a read.
Gamification is a buzzword that gets tossed around a lot. The basic idea is simple: If you turn your life into a game, with digital rewards for real-life achievements, you’ll be more motivated to do something — or so the theory goes. Does it actually work?
Most of the parents I speak with worry about screen time. I’m a so-called ‘expert,’ so they ask me for advice. How many hours a day of television is healthy? How many hours of video games should they allow after school? Is my kid playing too much Minecraft? In person, their [...]