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Yammer brings the power of social networking to your company. Yammer is as easy to use as great consumer software like Facebook and Twitter, but is designed for company collaboration, file sharing, knowledge exchange and team efficiency.
An 'in-house' social network is a clever approach to a common problem. How do we get our company collaborating with each other?
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In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to cooperate." Video games are interactive and engaging. It's no wonder they are so pervasive with both children and adults!
A recent trend in the business world has been to bring game world elements into the real world. This methodology is referred to as "gamification." According to a Pew Research Center report, gamification is "interactive online design that plays on people's competitive instincts and often incorporates the use of rewards to drive action -- these include virtual rewards such as points, payments, badges, discounts and free gifts; and status indicators such as friend counts, re-tweets, leaderboards, achievement data, progress bars and the ability to level up."
Click headline to read more and watch the TEDTalk video presentation--
Jane McGonigal certainly has a very good video to watch. It should get you excited about the connection between learning and gaming.
Turn your dream into reality and start learning to make a game today with Unity 3D!
Here's an inexpensive course that could turn the key on your game design ideas.
Published on Mar 6, 2013Innovative thinker John Seely Brown, known for his ideas for merging digital culture and education, shares lessons educators can learn from surfers, gamers, and artists on how passion and competitive hunger can drive intrinsic motivation.
Published on Mar 6, 2013
Innovative thinker John Seely Brown, known for his ideas for merging digital culture and education, shares lessons educators can learn from surfers, gamers, and artists on how passion and competitive hunger can drive intrinsic motivation.
Such an inspiration and a very insightful man. We have been stuck in a 'Teacher says so' learning environment for generations and a shift is occuring whereby students are embracing change and using technolgy in a constructivist manner to further their own education, students are embracing change much more readily than teachers who still seem reluctant.
A presentation to the #weelearning elearning meetup in Bristol on 16th January 2013.
Badges represent a way to validate learning that takes place outside of the traditional venues. Mozilla leads the badge economy. To get an overview of the process.
Youtopia is an online, student engagement application that provides instant access to plug-and-play gamification tools (points, badges, and leaderboards) tha...
Engagement equals motivation!
has anyone used this?
Corrected URL: http://education2x.otago.ac.nz/cinzs/mod/resource/view.php?id=274
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.
As video games become increasingly popular tools in the classroom, it begs the question: Do educational video games actually work?
The John D. and Catherine T. MacArthur Foundation has granted more than $1.8 million to the Indiana University School of Education to expand the immersive le...
Reacting to the Past (RTTP) consists of elaborate games, set in the past, in which students are assigned roles informed by classic texts in the history of ideas. Class sessions are run entirely by students; instructors advise and guide students and grade their oral and written work. It seeks to draw students into the past, promote engagement with big ideas, and improve intellectual and academic skills.
Game based learning in education is a really big deal, and a very fun way to get students more involved and interested in education.
The Learning Games Network and FableVision have released a Game Design Tool Kit (GDTK) & a series of free online resources to help teachers integrate game design across the curriculum.
In his book, Outliers: The Story of Success, Malcolm Gladwell hypothesizes that 10,000 hours of practice at something makes someone an expert, and if they can get those hours under their belt ahead of others, the expertise …...
Five 'design your own game' sites for creative students and learners to take gaming to a deeper level by creating and designing games them self.
Taking gaming to the next level.
Websites targeted at different ages that allow students to modify or create games
Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.
Full text research report can be read online or downloaded via pdf.
Imagine you are placed in the following scenarios: You are dropped off at the top of a ski resort's steepest run when you've only had experience on the beginner slopes.
Edutopia delivers again.
In this post, we’ll describe the “badged and blended” formula we use in courses for NYC high school students.
This group is using Badgestack the badge economy created by the clever and inventive folks at Learning Times. This article is well worth a look!
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
Games work. The great key to teaching is student motivation. Most students will engage when it comes to game based education. That's where the learning takes place.
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.
For competitive students, like the athletes that make up my school's population, games have strong appeal.
Persuasive Games has a diverse portfolio of successful videogames. These games are designed for advertisers, public policy makers, corporate trainers, educators, news organizations—as well as ordinary people.
We strive to push the envelope of traditional game design while demonstrating the power of games as a persuasive medium. The result is a powerful thought adventure leading to new ways of thinking.
In Bill Gates’ vision of the classrooms of the future, students are grouped according to skill set. One cluster huddles around a computer terminal, playing an educational game or working on a simulator.
Ready for a challenge? How much do you know about gamification? Find out by answering the questions below, which are based on Karl Kapp’s new book, The Gamification of Learning and Instruction.
The Center for Serious Play is a University based center dedicated to educating students about game design, interactive media, entrepreneurship, innovation and the impact of games and interactive media on contemporary culture
Keynote address from The Medical Device & Diagnostic Trainers Summit held in Princeton, NJ by the Socieyt of Pharmaceutical & Biotech Trainers...
The Learning Games Network is a non-profit spin-off of the MIT Education Arcade dedicated to sparking innovation in games-based learning.
Registered members of our website can now download the Game Design Tool Kit free of charge by clicking on the link to the left. Inquire about our Professional Development Inservice Training Sessions, Game Jams and Boot Camps…all built upon the foundation of the Game Design Tool Kit.
One of the most interesting ways game-based learning (GBL) is being implemented is with the use of Microsoft’s Kinect. Kinect specifically is an accessory to the Xbox 360, where motion and gestures control game functions. From sports games, to “hack and slash,” the Kinect physically involves the player in gameplay. But why use it in the classroom? And how should you use it in the classroom? Today I present not only a great rationale for use the Kinect in the classroom, but also some specific ideas and resources for doing so.