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Rescooped by Jeremy Johnston from Gamification of VET
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Startup Gamification: What's in an MVP? - Gamification Co

Startup Gamification: What's in an MVP? - Gamification Co | Educational Technology | Scoop.it
At what point should you include gamification? My answer has evolved significantly over the past four years and involves progress, points, and prompts.

Via Peter Shanks
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Peter Shanks's curator insight, September 30, 2013 10:12 PM

there is a pattern of best practice that has emerged that – when combined with a good gamification design education – can produce superior results. I’ve taken to calling it the 3Ps:

ProgressPointsPrompts
 
Rescooped by Jeremy Johnston from The MarTech Digest
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6 reasons to get on board with gamification - Ragan

6 reasons to get on board with gamification - Ragan | Educational Technology | Scoop.it
Gabe Zichermann, chair of the Gamification Summit, tells why games will remake employee learning and boost performance.

 

Gamification is transforming business strategies across organizations large and small. It sounds like child's play, but getting it right takes work.  Here's why gaming is worth the time and expense:

1. Games boost intelligence.

2. Games make annual evaluations better for both bosses and employees.

3. Games engage millennials.

4. Games succeed when they give players a higher purpose.

5. You won't believe how much work they'll put into a game.

6. Games boost performance.


Via marketingIO
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Pi Wen Looi, PhD.'s curator insight, March 4, 2014 2:04 PM

Gamification will increase how much your employees retain what they learn. 

Ziga Novak's curator insight, March 23, 2015 5:18 PM

A good example of how you can modify a simple game (like Monopoly) and use it for a very serious purpose. 

Alfonso Gonzalez's curator insight, August 6, 2015 4:49 PM

This is a post targeted towards the transmission of knowledge to a particular audience, in this case employees. But let's take this one step further...

 

What is the goal of your content marketing strategy? To educate, to transmit knowledge, to be perceived as the thought leader. We encourage you to read this post and take the lessons learned and apply it to your own "teaching methods" otherwise known as content distribution.

 

Gamification: one of the great underutilized B2B tactics out there.  In fact, the greatest underutilized B2B tactics in no particular order:

-Gamification

-Contests

-Loyalty Programs

-Referral Programs

-Slideshare

 

See the article at www.ragan.comReceive a daily summary of The Marketing Automation Alert directly to your inbox. Subscribe here (your privacy is protected).If you like this scoop, PLEASE share by using the links below.iNeoMarketing drives more revenue and opportunities for B2B companies using marketing technologies. Contact us! 
Rescooped by Jeremy Johnston from Digital-News on Scoop.it today
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High Tech High: Student Engagement Leads to Deeper Learning - Getting Smart by Tom Vander Ark - artschat, deeper learning, High Tech High, highschool, HTH, PBL

High Tech High: Student Engagement Leads to Deeper Learning - Getting Smart by Tom Vander Ark - artschat, deeper learning, High Tech High, highschool, HTH, PBL | Educational Technology | Scoop.it
I've been there at lease a dozen times but I'm always floored by the student artwork. Here are two students expanding on a SketchPad art they produced to illustrate how genetic switches (contributed by parents on either side) influence our life.

Via Thomas Faltin
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Rescooped by Jeremy Johnston from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Establishing a PBL-Friendly Culture in Your Classroom, School or District

Establishing a PBL-Friendly Culture in Your Classroom, School or District | Educational Technology | Scoop.it

Via Tom D'Amico (@TDOttawa)
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Heidi Hutchison's curator insight, October 11, 2013 12:49 PM

Oh how I wish...how can we get buy in? Thesis article says what we need, but how do we get others to hop on the bus?

JennaMRyan's curator insight, December 11, 2013 7:59 PM

This article brings in the perspective of teaching from the Common Core standards with Project-Based Learning.  This article says PBL cannot be added to the existing classroom practice.  To be successful with it, it requires a fundamental change in teaching philosophy.  Changing into a PBL classroom means letting go of a lot of conventional school beliefs and norms.  Teachers will need to shift thinking from "controlling students" to moving toward a more learner-centered approach giving the kids autonomy.  The following are the three core factors Markham says will maximize our effort and desire to successfully establish a PBL Friendly Culture: caring relationships, desire for meaning and purpose, and the power of mastery.  The underlying fear and perspective this article was written from is the fear that "districts who talk about implementing PBL across their schools, do not fundamental understand all the changes necessary for successful implementation of PBL."

 

I am intrigued by the idea that teachers need to go from controlling students to trusting students.  It will be difficult for teachers who have been teaching a certain way their whole careers to suddenly allow learning to be more exploratory and be a little more trusting of the students.  The students are going to face the same challenge from the opposite perspective- they are going to go from being told what to do all the time to being given more freedom.  Some won’t know what to do with this new found freedom and more than likely, they will totally take advantage of the teacher's hands off approach to the classroom environment.  For other students, this new style of teaching will be a breath of fresh air because they will finally be able to stretch out and learn at their own pace in the way that is best for their own unique learning style.  I also am glad to see he made the point that you can't just add PBL to current classrooms- the whole philosophy will change.  This makes me wonder what schools will be like if we start out using PBL and continue to grow from there.

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The Gamification of Education Infographic #gamification #edtech

The Gamification of Education Infographic #gamification #edtech | Educational Technology | Scoop.it

Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.


Via Peter Shanks
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Rescooped by Jeremy Johnston from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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How to Get High-Quality Student Work in PBL

How to Get High-Quality Student Work in PBL | Educational Technology | Scoop.it
"I thought the project was going well . . . but by the end, I felt that the work my students produced was not as good as I imagined it would be. I was a little embarrassed and almost wanted to dial b

Via Tom D'Amico (@TDOttawa)
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Stacy Pickett's curator insight, August 11, 2014 1:37 PM

Emphasis on QUALITY!

 

Rescooped by Jeremy Johnston from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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The PBL Super Highway... Over 45 Links To Great Project Based Learning

The PBL Super Highway... Over 45 Links To Great Project Based Learning | Educational Technology | Scoop.it
Welcome to another post that I know you will want to share and bookmark. As I travel the country  I constantly have teachers ask me for places to find some engaging PBL ideas! Below you will find t...

Via Tom D'Amico (@TDOttawa)
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Gaming the Music: Gamification, Video Games, and "Game Music ...

Gaming the Music: Gamification, Video Games, and "Game Music ... | Educational Technology | Scoop.it

...It’s a bit puzzling that Caillois never went on to make a study of music, inasmuch as the production and consumption of music is surely a game par excellence. Just think about it: in English, we don’t simply “do” music, we play it. Nor can it be coincidental that ringtone culture and video game apps emerged at roughly the same point in history. Predicated upon a particularly stubborn, pernicious strain of l'art pour l'art ideology, that sonic forms, inherently abstract, ideal, and non-referential, can have no possible social, economic, or even psychological efficacy, classical music may very well be pure expenditure in its most unadulterated form. Or so we’ve long been led to believe. Even John Cage, ever the standard-bearer for the furthest frontiers of iconoclasm, fell for the misconception hook, line, and sinker. James Pritchell has memorably spoken of Cage’s “aesthetic of wastefulness” – his 14-hour extravaganzas and massive “musiccircuses” – which is so memorably on exhibit in Cage’s desperate plea: “Why are people so stingy about their time? Why are they so ungenerous? What in heaven’s name is so valuable about thirty minutes? Or forty-five minutes? Or an hour and a half?” Yet surely this isn’t the whole story, for just as we don’t rank violinists in the same way that we rank tennis players, so musical composition has never been free from the clutches of capital financial, social, and cultural...


Via Christopher Coleman
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