Forget about hunting down just the right educational game for your students. Let them use the games they already love — Minecraft, World of Warcraft and Call of Duty — and then untangle how those can be fit into the learning goals you have for them. Figuring out how to do that as a teacher is the focus of a new course at Penn State.
Last week, Reflexion Health got 510(k) clearance for a physical therapy platform to help people recovering from hip and knee replacement surgery guide users through their prescribed exercises and transmit that data to their therapists and physicians.
Over 75% people are gamers (50% casually and 27% moderately to fairly often).
Learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But learners remember 90% “if they do the job themselves, even if only as a simulation.
Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.Over 60% of learners would be motivated by leader boards and increased competition between students.89% would be more engaged win an e-learning application if it had point system.
"ClassBadges is a free online tool where teachers can award badges to students for accomplishments or academic mastery. Through your teacher account, you can award badges customized for your classroom or school. Badges can easily be aligned to academic goals or associated with existing school awards."
Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
Recently, gamification in education has been a trend characterized by two very different perspectives. Some see engagement, concentration and collaboration, while others see isolation, social dysfunction and addiction. This interactive, 3-hour session will dispel the myths surrounding gaming, draw clear connections between games and learning, and give attendees practical examples of this pedagogical approach happening right now in schools all over the world. A combination of experiential learning, presentations from gaming experts, and a special appearance by ISTE 2013 opening keynoter, Jane McGonigal, this session will explore gamification from a leadership perspective and will demonstrate how games can help us create rich, dynamic, and challenging learning environments.
OZU, a brand new university in Istanbul, asked us for a digital campaign to attract the top students from all around the country.
We decided to let students test drive their own future. We designed a Facebook app that let them make their choices and see the consequences unfold first hand. This immersive experience was the first to use their actual facebook timeline to record the future, not just the past.
In Jamaica, one firm has turned revising for school exams into a series of online games which are now being used by thousands of pupils across the island - who are offered prizes as they study for subjects like maths, languages, arts or science.
Educational game designers face many challenges, one of which is making the learning experience enjoyable. Educational game designers must not fall into the trap of focusing too much on the learning objectives and not having the games be motivating for students. Like other realms of edtech, entrepreneurs must partner with practitioners and academic researchers as part of the edtech “ecosystem” to develop sound learning tools that incorporate the art, science and culture of game design. The key to the gamification of education is not to privilege one over the other but to find the sweet spot between pedagogy and engagement where learning intersects with fun.
Gamification is using the game mechanics that kids love in video games and infusing them into your classroom. In a good gamified classroom, mechanics like layered leaderboards, badges/achievements, experience points (xp) grading, blended learning, and a class store are common. Far too often, though,
The Whitman School of Management at Syracuse University has launched a new program this fall, called the Goodman Impress program, that lets students earn points for taking part in career-building extracurricular activities.
There's nothing wrong with liking likes and other gamification forms (more on this in minute). What isn't great is when they become an obsession or a much bigger reason for playing in a social app or social site than your friends.
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