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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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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.
Language Learning & Technology Volume 18 Number 2 (June 2014)
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.
First in a series of GBL posts from Jordan Shapiro, author of FREEPLAY: A Video Game Guide To Maximum Euphoric Bliss, and Forbes columnist on game-based learning, education technology, and parenting.
For me, reframing class content or trying a different activity to deepen students’ understanding is orchestration when it's done on-the-fly, or learning design when it's pondered. I see them not so much as tools but as processes (and skills) that can make use of tools. What do you think?
Coincidently, Italian kids currently use the word "fiero" the way kids in the US use "cool" and UK kids use "wicked" :-)
I love Minecraft. I don’t own it. I’ve never played it. I don’t know how to play it. But I love it. Why? Because, as a teacher of English as a Foreign Language, I have seen it have a HUGE...
"technological advances in display capabilities, coupled with motion sensing, and of course, faster computers with better graphics, are making the dream of immersive digital experiences a reality."
"There is no game that helps grow great all-round Product Owners…. or that improves or extends itself every time we learn something and add it to the game.
We would love to add an extremely valuable tool and we invite you to join us on this journey to co-create a serious game for Product Owners. We will do this through crowd-sourcing and crowd-funding. We envision having both freely downloadable versions of the game and high-quality physical versions that you can purchase, like Agile the board game."
There are research reports that highlight the efficacy of games as assessment tools, studies that show certain games can help students suffering from dyslexia and market analyses of the projected overseas learning games market.
"How can you tell if a system is giving you insight - or leading you astray? Many people (myself included) have used Bartles Player Types as a model for designing games and gamified systems. How do we discern if that's the right model - or not?"
Oh, we know, using your iPhone to play games isn't exactly news. But Tiny Games is an entirely different gaming prospect. Rather than yet another set of games to play on your phone, in Tiny Games you're given fun little games with straightforward rules that you can play in the real world.
"Serious games, pervasive games, alternate reality games, or playful design". What is gamification exactly?
Research whitepaper from GlassLab Research, Institute of Play
The GALA Summer School on Serious Games at Tampere University of Technology, Pori department, Finland - July 21-25, 2014!
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 ...
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)...
#SeriousGames Serious Games Helping Children Learn Social Skills: Serious Games meeting the… http://t.co/4WExrL3CWm
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis (Brief) (Games and Learning research, 2014 meta-analysis is out! http://t.co/RVOaEMqFZh Implications for GBL curric!
Did you know: most young people in the UK have made things with digital technology, but few consider themselves digital makers?
According to Nesta's survey, a majority of UK's youngsters have at some time made a digital game. The words kids associate with digital makers are CREATIVE, SMART and COOL. The key words capturing their motivation are FUN and INTERESTING. And of all digital production types, the one they want most to pursue is GAME MAKING! Much food for thought here.
This talk was about the Game Designers' Guild and was given during the 2014 Digital Media and Learning conference. You can learn more about this group at htt...
There has been a recent blooming of games that place players in narrative-free survival situations (often called “survival sandboxes”). There’s something about the thrill of living when you should ...
Abstract: In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human ...
It isn’t the technology or the book that changes things, it’s what you do with it. Games can be a very important new tool and if they are networked with other tools and with good learning practices into a learning system that is collaborative and social and stressing deep cognitive skills (as well as non-cognitive skills like persistence-past-failure) then they can be very, very, very good. But by themselves — too many people today are saying, “OK, let’s just bring a game to school and it will make everything ok.” That’s just like the textbook..
Regular readers of this blog already know that I care about education and the various forms learning takes. The release of Colloriffic made me realize that I haven't covered educational games in sometime though and thought ...