Linking Literacy & Learning: Research, Reflection, and Practice
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Linking Literacy & Learning: Research, Reflection, and Practice
An exploration of the connections between research, learning theory, practice and the various constructs of literacy.
Curated by Dean J. Fusto
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What’s More Effective: Gamification or Game-based Learning?

What’s More Effective: Gamification or Game-based Learning? | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
The world of learning and development is changing dramatically and at long last, learning managers are discovering where the real key to success lies. It’s not about robust reporting or compliance (although they’re also pretty important) – if you want your learning programme to deliver great results, you need to focus on the people taking the learning content – the learners themselves.

Learner engagement is everything. As more and more L&D professionals realise this, the appetite for solutions that encourage engagement has increased enormously. Enter our friends gamification and game-based learning! With so many priorities vying for your attention, you probably don’t want to spend weeks and months choosing between the two approaches. You want to know which one will work better and we’re only too happy to help you out!

Via Miloš Bajčetić, WebTeachers
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Helen Teague's curator insight, March 4, 2:57 PM
"learner engagement is everything"
Ricard Garcia's curator insight, March 9, 12:37 PM
Not everyone knows the difference!! A must read for many!
Ramon Pavia's curator insight, March 11, 7:04 AM
Not everyone knows the difference!! A must read for many!
Rescooped by Dean J. Fusto from Games, gaming and gamification in Higher Education
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The Psychology Of Gamification In Education: Why Rewards Matter For Learner Engagement

The Psychology Of Gamification In Education: Why Rewards Matter For Learner Engagement | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Check how the psychology of Gamification In Education makes learners come back for more, over and over again. The Psychology Of Gamification In Education!

Via Tom D'Amico (@TDOttawa) , Kim Flintoff
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Josep M Torra Colom's curator insight, September 19, 2015 11:50 AM

añada su visión ...

Vanessa Camilleri's curator insight, September 25, 2015 1:17 PM

This might come out sounding like learning requires the carrot on a stick but in fact, it's more about making work that might be tedious and based on drill and practice a bit more fun and competitive. Learning requires a much deeper engagement than can in my opinion be achieved with gamification techniques. 

April Ross Media's curator insight, January 25, 10:21 PM

ed-Tech TOPICS: Gamification & Instructional Design

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The difference between gamification and game-based learning

The difference between gamification and game-based learning | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it

"Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not ..."


Via Leona Ungerer, Jesús Salinas, juandoming, Maria Margarida Correia
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Stephen Reid's curator insight, January 20, 2015 11:07 AM

One of the most common questions I am asked by educators wishing to use games in their lessons...This is a great article for answering such enquiries.

Alex Enkerli's curator insight, January 30, 2015 7:19 PM

To promote proper technopedagogy, let’s lift the confusion between Gamification and Game-Based Learning. #OpenBadges

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Gamification in Education: Top 10 Gamification Case Studies that will Change our Future

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
The Top 10 Education Gamification Examples according to Pioneer and Stanford Lecturer Yu-kai Chou is 1. Duolingo 2. Ribbon Hero 3. Class Dojo 4....

Via Dr. Susan Bainbridge
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Carlos Rodrigues Cadre's curator insight, December 17, 2014 6:59 PM

adicionar a sua visão ...

Tony Guzman's curator insight, December 23, 2014 2:10 PM

Here are 10 examples of gamification tools that could be used in your classroom. Most of these are K-8 examples but some can certainly be used in high school and college environments.

Dawid Bielski's curator insight, January 6, 2015 3:30 PM

Kolejny przykład na zmiane edukacji poprzez technologie :) 

Rescooped by Dean J. Fusto from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Gamification: Your Learners Deserve To Be Delighted And Excited - eLearning Industry

Gamification: Your Learners Deserve To Be Delighted And Excited - eLearning Industry | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Gamification is an incredible way to engage learners in their training. Learn about the difference between structural and content gamification here...

Via Tom D'Amico (@TDOttawa)
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Jo Blannin - The Know Tech Teacher's curator insight, August 19, 2014 1:22 AM

New to making and playing online games in your classroom? This article walks you through what it's all about - from an adult education perspective. 

 

Once you've read this, maybe go download Minecraft on your iPad and have a play... it's not hard to spot the links to education with this creation game.

Betty Skeet's curator insight, August 19, 2014 9:18 AM

More for your resources!

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Classroom Gaming: What It Isn't, What It Is, and How to Do It Right

Classroom Gaming: What It Isn't, What It Is, and How to Do It Right | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
In his TED Talk exactly six years ago, American video game designer Jesse Schell predicted a future in which games would rule everyday life. The government would hand out experience points—aka tax relief—for making “right” decisions, such as paying off your credit card bill or saving more in your re

Via EDTECH@UTRGV, Elizabeth E Charles, Aysin Alp
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Carlos Rodrigues Cadre's curator insight, February 26, 10:40 PM

adicionar sua visão ...

elearning at eCampus ULg's curator insight, February 27, 9:57 AM

Nice TED presentation about the possibilities of gaming in education

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Gamification - "Gaming Grows Gray Matter"

Gamification  - "Gaming Grows Gray Matter" | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
EmergingEdTech - Jessica Oaks “I could not believe how tenacious students were. They would try and try again …” There’s still some debate about the effectiveness of game-based learning but there is now plenty of proof demonstrating the power of play.

Via Tom D'Amico (@TDOttawa)
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Boost Your Learning with Gamification

Boost Your Learning with Gamification | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
This blog shares about designing learning games which can create the desired impact on a wide variety of target audiences.Read more ›

Via Tom D'Amico (@TDOttawa)
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How Gamification Is Changing Education | SmartData Collective

How Gamification Is Changing Education | SmartData Collective | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it
Gamification is the use of game mechanics and design elements for things outside of games. Finding ways to make education more fun has always been part of a teacher’s job, but with a greater understanding of gaming principles, that job is being made easier.

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Planting the seeds of a digital literacy education program

Planting the seeds of a digital literacy education program | Linking Literacy & Learning: Research, Reflection, and Practice | Scoop.it

The main objective of the library sessions is to increase students’ awareness of the library as an important part of university life, and to help them develop some digital literacy skills along the way.

 

The sessions will be based on gaming principles, with the students organised into teams to complete challenges involving the use of digital technologies to earn points or rewards. Each team will have an ipad mini, and use a range of apps to complete the challenges, which will have them moving around the library, learning about the library as a virtual and physical space, and completing activities which teach them information literacy skills related to searching, evaluating, managing and sharing information.


Via Elizabeth E Charles
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