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Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS) - Freitas - 2013 - British Journal of Educational Technology - Wil...

Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS) - Freitas - 2013 - British Journal of Educational Technology - Wil... | game based learning | Scoop.it
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Interested to see exactly what the authors mean by "designing soft skills" and how this might apply to creativity, collaboration, etc. Embedding opportunities for practising/developing soft skills?

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Gamification and Education: a Literature Review

See paper on ResearchGate: https://www.researchgate.net/publication/266515512_Gamification_and_Education_a_Literature_Review
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‘Gamification’ Is Dead, Long Live Games For Learning | TechCrunch

‘Gamification’ Is Dead, Long Live Games For Learning | TechCrunch | game based learning | Scoop.it
Editor's note: Michael John ("MJ") is responsible for all creative product development at GlassLab. An industry veteran who has designed commercial video..
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Agree totally that gamification is not an educational magic potion. Often it's little more than sugar water, or choc-coated broccoli if you will. Truth be known, the same also goes for a lot of digital "learning/educational" games out there. It's a question of distinguishing baby from bathwater in GBL globally. Either way, no matter how many bells & whistles there are, extrinsic motivation will never - NEVER - have the learning power (or empowerment) of intrisic motivation, and that's where we should be going IMHO. Seymour Papert nailed it with the term "hard fun". Like many people stateside, here in Europe we're following that vision  through students' game making for learning - http://www.magical-project.net/  

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Jeffrey Earp's curator insight, October 6, 5:05 AM

Agree totally that gamification is not an educational magic potion. Often it's little more than sugar water, or choc-coated broccoli if you will. Truth be known, the same also goes for a lot of digital "learning/educational" games out there. It's a question of distinguishing baby from bathwater in GBL globally. Either way, no matter how many bells & whistles there are, extrinsic motivation will never - NEVER - have the learning power (or empowerment) of intrisic motivation, and that's where we should be going IMHO. Seymour Papert nailed it with the term "hard fun". Like many people stateside, here in Europe we're following that vision  through students' game making for learning - http://www.magical-project.net/  

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Horizon Report Europe - 2014 Schools Edition - JRC Science Hub - European Commission

Horizon Report Europe - 2014 Schools Edition - JRC Science Hub - European Commission | game based learning | Scoop.it

The NMC Horizon Project from the New Media Consortium is a long-term investigation launched in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years in education around the globe. The NMC Horizon Report Europe: 2014 Schools Edition (is) the first of its kind for Europe,

Jeffrey Earp's insight:

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

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Jeffrey Earp's curator insight, October 3, 7:50 AM

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

Jeffrey Earp's curator insight, October 3, 7:53 AM

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

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Abstracts of Three Meta-Analysis Studies of Serious Games ~ Stephen's Web

Abstracts of Three Meta-Analysis Studies of Serious Games ~ Stephen's Web | game based learning | Scoop.it

The most interesting result of this survey of meta-studies of serious games: "Learners learned less from simulation games than comparison instructional methods when the instruction the comparison group received as a substitute for the game actively engaged them in the learning experience (so activity, not game elements seems to increase the learning)." Which accords with what we know about learning.

Jeffrey Earp's insight:

Also accords with my own scepticism of many non-randomised "quasi-experimental studies" run in real educational settings:
Teacher -  "Now, some of you are going to continue normal class here with me, and the rest are going off to the computer room with Dr.X here to do something DIFFERENT". Any bets on the results? 

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Minecraft Advocates Cautiously Optimistic in the Wake of Microsoft Purchase

Minecraft Advocates Cautiously Optimistic in the Wake of Microsoft Purchase | game based learning | Scoop.it
The gaming world went a little nuts last week when Microsoft shelled out $2.5 billion to purchase Mojang, makers of the wildly popular Minecraft. In the learning games community there... more »
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Operation Play - Experience Game Based Learning

Operation Play - Experience Game Based Learning | game based learning | Scoop.it

hub of game-based learning resources from leading players in the US GBL field, including Filament Games, BrainPOP, GlassLab Games, MIT, Institute of Play, iCivics, Ballard & Tighe, GamesandLearning.org, WorkingExamples.org, LearningRevolution.com and edWeb.net.

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GlassLab Opens Opportunity for Education-Game Makers

GlassLab Opens Opportunity for Education-Game Makers | game based learning | Scoop.it
“Developers hoping to transform digital learning games from lightweight classroom fun to serious instructional tools could soon have access to new technologies to help make that happen.”
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What Happens When School Design Looks Like Game Design

What Happens When School Design Looks Like Game Design | game based learning | Scoop.it
Part 13 of MindShift’s Guide to Games and Learning. In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence.
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Can Video Games Promote Intergenerational Play & Literacy Learning? by cat mario online

Can Video Games Promote Intergenerational Play & Literacy Learning? by cat mario online | game based learning | Scoop.it

Workshop in which experts in cognition, developmental psychology, educational technology, and game design discussed and developed strategies to use intergenerational play to accelerate learning for children who are struggling to master literacy skills in the primary grades. 

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Serious Games Society: GALA Summer School 2014

Serious Games Society: GALA Summer School 2014 | game based learning | Scoop.it

The GALA Summer School on Serious Games at Tampere University of Technology, Pori department, Finland - July 21-25, 2014!

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Serious Games Analytics Delivering Value To Play-Learners ...

Serious Games Analytics Delivering Value To Play-Learners ... | game based learning | Scoop.it
Their declared motivation for this call is their belief that although, on the surface, it appears that either game analytics, or game + learning analytics, would be directly applicable to Serious Games, this is yet to be proven ...
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Game and Learning Alliance Conference 2014

Game and Learning Alliance Conference 2014 | game based learning | Scoop.it

Game and Learning Alliance Conference 2014; Serious Games Society; GALA Project (Submit your papers on #gbl #seriousgames #gamification for #Galaconf 204 April 30th http://t.co/J5rYCz9Gwm)...

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RoomAlive turns any room into an interactive, augmented reality display

RoomAlive turns any room into an interactive, augmented reality display | game based learning | Scoop.it

Microsoft researchers have shown off a prototype gaming system that turns any room into an interactive, augmented reality display.

Called RoomAlive it uses projectors and depth cameras to work out the dimensions of a room so any surface within it can be used as a display on which to show images.

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Horizon Report Europe - 2014 Schools Edition - JRC Science Hub - European Commission

Horizon Report Europe - 2014 Schools Edition - JRC Science Hub - European Commission | game based learning | Scoop.it

The NMC Horizon Project from the New Media Consortium is a long-term investigation launched in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years in education around the globe. The NMC Horizon Report Europe: 2014 Schools Edition (is) the first of its kind for Europe,

Jeffrey Earp's insight:

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

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Jeffrey Earp's curator insight, October 3, 7:49 AM

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

Jeffrey Earp's curator insight, October 3, 7:53 AM

We are extremely proud to note that MAGICAL is singled out for reference among the games and gamification projects: http://www.magical-project.net/ ; :-) 

Rescooped by Jeffrey Earp from game making and learning
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MAGICAL drops anchor at Athens Europolicies 2014 conference | Making Games in Collaboration for Learning

MAGICAL drops anchor at Athens Europolicies 2014 conference | Making Games in Collaboration for Learning | game based learning | Scoop.it

MAGICAL’s official co-funding period has just drawn to a close with a keynote address and special game-making workshop at the Europolicies conference in Athens, 28-28 September 2014. 

Jeffrey Earp's insight:

A big thanks to everyone who's taken part in MAGICAL game making activities over the past 33 months. It's been a very stimulating and instructive experience. We'll be posting key results and outcomes over the coming weeks so stay tuned. 

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Jeffrey Earp's curator insight, October 1, 10:58 AM

A big thanks to everyone who's taken part in MAGICAL game making activities over the past 33 months. It's been a very stimulating and instructive experience. We'll be posting key results and outcomes over the coming weeks so stay tuned. 

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Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis (Executive Summary) | SRI International

This meta-analysis systematically reviews research on digital games and learning for K-16 students in light of the recent NRC report on education for life and work in the 21st century (NRC, 2009).
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Games in the Classroom: Overcoming the Obstacles

Games in the Classroom: Overcoming the Obstacles | game based learning | Scoop.it
Part #20 of MindShift’s Guide to Games and Learning Series Even for educators who are excited about using games in the classroom, questions inevitably come up around the very real obstacles to implementation, and strategies for overcoming them.
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Addressing Skepticism Around Using Video Games for Learning | Connected Learning

Addressing Skepticism Around Using Video Games for Learning | Connected Learning | game based learning | Scoop.it

Can video games really help students prepare better for the real world, encourage active learning, and improve student engagement in the classroom?

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Girls and Games: What’s the Attraction?

Girls and Games: What’s the Attraction? | game based learning | Scoop.it
Games are increasingly recognized by educators as a way to get kids excited about learning.
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Digital Game Developers to Get Free Help Tracking Student Learning - Education Week News (blog)

Digital Game Developers to Get Free Help Tracking Student Learning - Education Week News (blog) | game based learning | Scoop.it
Digital Game Developers to Get Free Help Tracking Student Learning Education Week News (blog) GlassLab, a nonprofit made up of an all-star team of learning scientists, assessment designers, and game developers housed at Electronic Arts and Co-Lab...
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TALIS - The OECD Teaching and Learning International Survey - OECD

TALIS - The OECD Teaching and Learning International Survey - OECD | game based learning | Scoop.it
Data and research on early childhood and schools, childhood education and care, Programme for International Student Assessment (PISA), Education GPS, Teaching and Learning International Survey (TALIS), TALIS, Teaching and Learning International Survey, Teachers, Teaching, Survey, school leaders, learning environments, results, main report, schools, teaching in focus, classroom, questionnaires, data
















TALIS, LAUNCH,OECD Teaching and Learning International Survey,teaching,learning,international survey,survey,oecd
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Teachers Surveyed on Using Digital Games in Class

Teachers Surveyed on Using Digital Games in Class | game based learning | Scoop.it
We have an early look at some of the interesting data coming out of a larger report on teacher attitudes around the use of games in the classroom. The numbers hint at wider use of games in the classroom and indicate teachers see the real benefit of games in helping low-performing students.
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Do Games Have a Future As Assessment Tools?

Do Games Have a Future As Assessment Tools? | game based learning | Scoop.it
Research looking at how games could be used to assess the process of learning is pushing test makers to question what's important to test and how to most fairly evaluate students.
[[ This is a content summary only.
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