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A Diagram Of 21st Century Pedagogy -

A Diagram Of 21st Century Pedagogy - | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
A diagram of 21st century pedagogy for the purpose of 21st century learning.
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Mobile Games for Adult Learning: What’s the Appeal? - eLearning Industry

Mobile Games for Adult Learning: What’s the Appeal? - eLearning Industry | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
This post introduces the potential of using mobile games as effective tools for adult learners living in a society of constant movement, where the massive penetration of mobile technology is an undeniable fact. Examining social practices, technology circumstances of use, the profile of the new learner and changing gaming cultures the emerging potential of mobile games for learning becomes apparent and is here discussed.
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Before Reading or Watching Videos, Students Should Experiment First

Before Reading or Watching Videos, Students Should Experiment First | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
A new Stanford study shows that students learn better when first exploring an unfamiliar idea or concept on their own, rather than reading a text or watching a video first.
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The Gamification of Education Infographic

The Gamification of Education Infographic | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experience to students?

Via Christopher Pappas
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Christopher Pappas's curator insight, October 29, 2013 12:30 PM

Gamification of Education Infographic

Zach Welhouse's curator insight, October 27, 2014 11:19 PM

I'm testing out Scoop.it to see if digital content curation is for me.

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Board gaming for medical and public health education

Board gaming for medical and public health education | Play-Hack-Create-Learn-Teach-Dream | Scoop.it

A review of some public health games


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Les députés refusent la priorité du logiciel libre dans les administrations

Les députés refusent la priorité du logiciel libre dans les administrations | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
Suivant l’avis du gouvernement, les députés ont refusé hier d’obliger les administrations à recourir « prioritairement » aux logiciels libres et aux formats ouverts. Une proposition qui avait pourtant été très largement soutenue lors de la consultation citoyenne relative au projet de loi numérique.
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[Video] Sleep Hacking To Create Lucid Dreams With iWinks | The Creators Project

[Video] Sleep Hacking To Create Lucid Dreams With iWinks | The Creators Project | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
In our fifth installment of Make It Wearable, The Concepts, we talked with iWinks about their wearable that could literally "help people live their dreams."
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What Does Game-based Learning Offer Higher Education? | Online Universities

What Does Game-based Learning Offer Higher Education? | Online Universities | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
By Justin Marquis Ph.D. As someone interested in learning and video games, one of the most inspirational things I have seen, read, or heard lately, is the TED talk by game designer Jane McGonigal, "Gaming can make a ...

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How Gamification Uncovers Nuance In The Learning Process

How Gamification Uncovers Nuance In The Learning Process | Play-Hack-Create-Learn-Teach-Dream | Scoop.it
How Gamification Uncovers Nuance In The Learning Process by Terry Heick Gamification is simply the application of “game” mechanics to non-game entities. The big idea…

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Sharrock's curator insight, April 2, 2014 2:38 PM

This is a powerful point about gamification and how it is misunderstood"

Misunderstanding Gamification

The current issue around the idea is less about definition, and more about tone. Reducing the process of “gamification” to something whimsical, silly, or juvenile represents a fundamental misunderstanding of gamification as a process. For years, classrooms have been gamified. Letter grades are indeed first subjective evaluations of knowledge proficiency, but once they are passed to the hands of the students, they become game components, passed around as proof of the completion of some task, or the achievement of some desired goal (mastering a standard, fulfilling the requirements of an assignment, etc. Here, rubrics become instructions to task completion."