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The 5 Decisive Components of Outstanding Learning Games

The 5 Decisive Components of Outstanding Learning Games | Playful Learning | Scoop.it
eLearning experts believe that games and playing need to be part of a course for adults to learn effectively.

Via Ana Cristina Pratas, Maria Margarida Correia
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Louise Robinson-Lay's curator insight, January 9, 2013 6:12 PM

There is a growing trend in education into games for learning. Here are some of the main components for the best of games based learning. 

AnnC's curator insight, January 10, 2013 10:29 PM

Securing engagement through games increases motivation and learning.

Elisabeth's comment, January 18, 2013 1:39 AM
Personally, I just hate games, always did. I satisfy myself with my own challenge, to go further, high better than my own self.... and I'm not the only one !
Playful Learning
All things from the world of digital, education, and above all else, an essence of playful learning.
Curated by Anna Goldfeder
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Game Developers Experiment With More Open-Ended Apps

Game Developers Experiment With More Open-Ended Apps | Playful Learning | Scoop.it

A group of developers is trying to tackle the educational app market, which has huge potential for profits, but has been hard to crack because of parent and teacher skepticism about what’s actually considered educational.

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8 examples of how gaming is changing education

8 examples of how gaming is changing education | Playful Learning | Scoop.it
Gaming is growing each day, with students and educators embracing its potential. Here are 8 examples of gaming's classroom success.
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How Games Lead Kids to the Good Stuff: Understanding Context

How Games Lead Kids to the Good Stuff: Understanding Context | Playful Learning | Scoop.it
With game-based learning students learn how to solve the problems in context. They understand how the equations they are solving fit into the world. The question, “Why do I need to know this?” is rendered obsolete. It is more than just subject matter, more than just content. There’s context. Students understand how integer partitions work within a system.
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Tapping Into the Potential of Games and Uninhibited Play for Learning

Tapping Into the Potential of Games and Uninhibited Play for Learning | Playful Learning | Scoop.it

 By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers.


Via Maria Margarida Correia
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Rescooped by Anna Goldfeder from Digital Delights - Avatars, Virtual Worlds, Gamification
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Best Practices in Instructional Design of Serious Games - Interactive Infographic

Best Practices in Instructional Design of Serious Games - Interactive Infographic | Playful Learning | Scoop.it
Learn about the Best Practices for Instructional Design of Serious Games through this interactive infographic

Via Ana Cristina Pratas
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4 Big EdTech Trends Spotted At BETT 2014 - Edudemic

4 Big EdTech Trends Spotted At BETT 2014 - Edudemic | Playful Learning | Scoop.it
This years’ BETT show (British Education and Training Technology - the UK equivalent of ISTE or TCEA) presented a dizzying range speakers and exhibitors, and it was set against some interesting changes in UK education… To name a few, the national curriculum now includes coding, schools should now be teaching character, or ‘grit’ alongside subjects, …
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Matthew Carter: My life in typefaces

Pick up a book, magazine or screen, and more than likely you'll come across some typography designed by Matthew Carter. In this charming talk, the man behind typefaces such as Verdana, Georgia and Bell Centennial (designed just for phone books — remember them?), takes us on a spin through a career focused on the very last pixel of each letter of a font.

Anna Goldfeder's insight:

A great talk - highly recommended.

Pick up a book, magazine or screen, and more than likely you'll come across some typography designed by Matthew Carter. In this charming talk, the man behind typefaces such as Verdana, Georgia and Bell Centennial (designed just for phone books — remember them?), takes us on a spin through a career focused on the very last pixel of each letter of a font.

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How To Gamify Your Classroom In 6 Easy Steps - Edudemic

How To Gamify Your Classroom In 6 Easy Steps - Edudemic | Playful Learning | Scoop.it

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.

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What We Really Need To Know About Ed Tech

What We Really Need To Know About Ed Tech | Playful Learning | Scoop.it
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.
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Beyond the classroom walls: breaking down barriers with technology

Beyond the classroom walls: breaking down barriers with technology | Playful Learning | Scoop.it
Excited by the potential of tech in class, Adam Webster explores how mobile, internet-connected devices allow teachers and students to make lessons international and collaborative experiences
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Three Reasons Your Kids Should Be Playing Video Games

Three Reasons Your Kids Should Be Playing Video Games | Playful Learning | Scoop.it
I made a choice last August that still has my friends and family shaking their heads and wondering if I’ve gone off the deep end. Frankly, there have been moments over the past six months when I’ve w
Anna Goldfeder's insight:

Great story and blog post - worth a read.

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It's Here! The NMC Horizon Report > 2014 Higher Education Edition

It's Here! The NMC Horizon Report > 2014 Higher Education Edition | Playful Learning | Scoop.it

 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.

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Don't Forget to Play!

Don't Forget to Play! | Playful Learning | Scoop.it
Play has earned some inaccurate baggage of connotations over the years. When we talk about playing in education or play time, many would push back that it is not appropriate to play in classroom, or
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Rescooped by Anna Goldfeder from Jogos educativos digitais ~ Serious Games
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Social And Emotional Benefits Of Video Games: Metacognition and Relationships

Social And Emotional Benefits Of Video Games: Metacognition and Relationships | Playful Learning | Scoop.it
Contrary to the popular image of the gamer as an awkward, socially inept loner, players are actually engaged with one another. Gamers play cooperatively. They play competitively. They share tips and tricks. They work together. The teach each other how to get better at the game.

Via Teresa Pombo
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8 Obsolete School Supplies and the Tech That Replaced Them

8 Obsolete School Supplies and the Tech That Replaced Them | Playful Learning | Scoop.it

They get to use iPads instead of three-ring binders, Wikipedia instead of a dusty encyclopedia CD-ROMs and their classrooms are more connected than ours ever were. But while new tech makes learning a more enriching experience, it also makes it a lot harder to slack off.

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4 Elements of Successful Learning We Can Learn from Online Games ~ Educational Technology and Mobile Learning

4 Elements of Successful Learning We Can Learn from Online Games ~ Educational Technology and Mobile Learning | Playful Learning | Scoop.it

Via Teresa Pombo
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Educational games are competing with Angry Birds says co.lab director

Educational games are competing with Angry Birds says co.lab director | Playful Learning | Scoop.it
Making a game that is both fun and educational is one of the biggest challenges for developers in the educational tech space, according to co.lab executive director Esteban Sosnik.
Anna Goldfeder's insight:

A very interesting read.

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How the internet is revolutionising education

How the internet is revolutionising education | Playful Learning | Scoop.it
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Forget Gold Coins and Badges: The Real Value of Video Games for Learning

Forget Gold Coins and Badges: The Real Value of Video Games for Learning | Playful Learning | Scoop.it

"Game-based learning is not gamification!" exclaims Jordan Shapiro, author of FREEPLAY: A Video Game Guide to Maximum Euphoric Bliss.


Via chris_saeger
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Stephen Jacobs (Just Press Play) on the future of gaming in the classroom

Anthony Salcito, Worldwide Vice President of Education, talks to Stephen Jacobs, Rochester Institute of Technology and Just Press Play, about the future of gaming in the classroom

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Rescooped by Anna Goldfeder from Digital Delights - Avatars, Virtual Worlds, Gamification
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The Difference Between Gamification And Game-Based Learning

The Difference Between Gamification And Game-Based Learning | Playful Learning | Scoop.it

Gamification and game-based learning are each buzzwords (and buzzphrases) in education. Each can offer your classroom something, but many mistake one for the other.

 

Can you tell the difference?


Via Ana Cristina Pratas
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Ana Cristina Pratas's curator insight, April 4, 1:07 PM

"Gamification is first and foremost about encouragement mechanics and the system that promotes them, while game-based learning is first and foremost about the game and its cognitive residue (whether from the game’s content, or academic content)."

Rescooped by Anna Goldfeder from Games and education
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The power of gaming in education

The power of gaming in education | Playful Learning | Scoop.it
This term I have been offering a MyTime slot known as Gamer's Anonymous. Most Wednesdays I have the privilege of hosting this slot in our library and watching the students strategically and skilful...

Via Maria Margarida Correia
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Psychometric Considerations in Game-based Assessment

Psychometric Considerations in Game-based Assessment | Playful Learning | Scoop.it

"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.

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Rescooped by Anna Goldfeder from Jogos educativos digitais ~ Serious Games
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The Future Of Games In Education

The Future Of Games In Education | Playful Learning | Scoop.it
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 …

Via Teresa Pombo
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Betty Skeet's curator insight, February 28, 3:46 AM

Games in education...education in games?  is "gamefication" and unavoidable trend?

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10 Major Technology Trends in Education

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.
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