Games, gaming and gamification in Higher Education
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Games, gaming and gamification in Higher Education
Using games and game strategies for enhancing learning in higher education settings.
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Rescooped by Peter Mellow from Gamification, education and our children
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12 Tips for Gamifying a Course -- Campus Technology

12 Tips for Gamifying a Course -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
Experts share their best advice for incorporating digital games in the college classroom.
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Rescooped by Peter Mellow from Gamification, education and our children
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New Penn State Course Tackles Teaching with Call of Duty, World of Warcraft -- Campus Technology

New Penn State Course Tackles Teaching with Call of Duty, World of Warcraft -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Rescooped by Peter Mellow from Digital Media and Physiotherapy (illorem.com)
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Why it’s now more likely a video game will be your physical therapist

Why it’s now more likely a video game will be your physical therapist | Games, gaming and gamification in Higher Education | Scoop.it

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.


Via Dr. Mark Merolli - illorem.com
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Rescooped by Kim Flintoff from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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The Psychology Of Gamification In Education: Why Rewards Matter For Learner Engagement

The Psychology Of Gamification In Education: Why Rewards Matter For Learner Engagement | Games, gaming and gamification in Higher Education | Scoop.it
Check how the psychology of Gamification In Education makes learners come back for more, over and over again. The Psychology Of Gamification In Education!

Via Tom D'Amico (@TDOttawa)
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Josep M Torra Colom's curator insight, September 19, 2015 6:50 AM

añada su visión ...

Vanessa Camilleri's curator insight, September 25, 2015 8:17 AM

This might come out sounding like learning requires the carrot on a stick but in fact, it's more about making work that might be tedious and based on drill and practice a bit more fun and competitive. Learning requires a much deeper engagement than can in my opinion be achieved with gamification techniques. 

April Ross Media's curator insight, January 25, 5:21 PM

ed-Tech TOPICS: Gamification & Instructional Design

Rescooped by Kim Flintoff from educació i tecnologia
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10 Best Practices for Implementing Gamification

10 Best Practices for Implementing Gamification | Games, gaming and gamification in Higher Education | Scoop.it
In the second installment of the blog series on gamifying your learning, Karl Kapp outlines best practices in gamification implementations.

Via xavier suñé
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David W. Deeds's curator insight, February 4, 2015 8:29 AM

Good stuff from Karl Kapp! 

Scooped by Kim Flintoff
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30 Facts About Gamification in eLearning Infographic - e-Learning Infographics

30 Facts About Gamification in eLearning Infographic - e-Learning Infographics | Games, gaming and gamification in Higher Education | Scoop.it

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.
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Tanyam's curator insight, December 8, 2014 8:22 PM

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

Tanyam's curator insight, December 8, 2014 8:25 PM

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

Rescooped by Peter Mellow from Learning with MOOCs
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Teaching with Minecraft? MOOC Explores Gamification for K-12 -- THE Journal

Teaching with Minecraft? MOOC Explores Gamification for K-12 -- THE Journal | Games, gaming and gamification in Higher Education | Scoop.it
Instructure has launched a series of MOOCs that use Minecraft to help K-12 teachers implement gamification in the classroom. (#Teaching with #Minecraft?

Via SusanBat
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Scooped by Jacqui Kelly
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Gamifying the Classroom with Minecraft – the Possibilities are Powerful and Endless!

Gamifying the Classroom with Minecraft – the Possibilities are Powerful and Endless! | Games, gaming and gamification in Higher Education | Scoop.it
The Popular Virtual World Game is Gaining the Attention of Educators at a Quickening Pace, and For Good Reason. Minecraft is showing up with increasing
Jacqui Kelly's insight:

A general piece of the use of Minecraft in education (mostly primary and secondary).but with a few links off to examples

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Rescooped by Kim Flintoff from Educational Technology in Higher Education
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Game on? The use of gamification in e-learning.

Game on? The use of gamification in e-learning. | Games, gaming and gamification in Higher Education | Scoop.it
by Sarah Sweeney, Marketing Assistant at Aurion Learning. Many HR and L&D professionals face the problem of ensuring that their training and learning programmes maintain learner engagement and ...

Via Mark Smithers
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Mike Mackay's curator insight, August 20, 2013 10:08 PM

A great primer on gamification in education - thanks Sarah and your team.

Scooped by Jacqui Kelly
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ClassBadges | Home

ClassBadges | Home | Games, gaming and gamification in Higher Education | Scoop.it
Jacqui Kelly's insight:

"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."

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Scooped by Kim Flintoff
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Gamification: Coursera

Gamification:  Coursera | Games, gaming and gamification in Higher Education | Scoop.it
Kevin Werbach

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.

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Scooped by Kim Flintoff
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ISTE 2013: Epic Leadership: Beyond the Hype of Gamification

ISTE 2013: Epic Leadership: Beyond the Hype of Gamification | Games, gaming and gamification in Higher Education | Scoop.it

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.

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Jim Lerman's comment, June 9, 2013 1:11 PM
This link is a dead end.
Peggy Sheehy's comment, June 29, 2013 2:51 PM
That link appears to be from someone's program search (maybe within a planner ?) Here is the link to the private Google+ Community Jim-- I'm happy to approve any requests for membership now that the event has passed. It was originally established as private because it was part of an ARG-like experience wrapped around the symposium. :) https://plus.google.com/u/0/communities/104237972765798239088
Scooped by Kim Flintoff
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The Game of Your Life - Case Video (EN)

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.

We created “The Game of Your Life.”

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Scooped by Peter Mellow
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Turning school exams into an online game in Jamaica - BBC News

Turning school exams into an online game in Jamaica - BBC News | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Rescooped by Peter Mellow from Gamification, education and our children
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The Intersection of Learning and Fun: Gamification in Education - Forbes

The Intersection of Learning and Fun: Gamification in Education - Forbes | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Scooped by Peter Mellow
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Minecraft used to teach children molecular chemistry - BBC News

Minecraft used to teach children molecular chemistry - BBC News | Games, gaming and gamification in Higher Education | Scoop.it
Undergraduates at Hull University have created a new Minecraft world to teach molecular chemistry to schoolchildren.
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Rescooped by Peter Mellow from Learning and Teaching in an Online Environment
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Candy Crush: is it a model for online courses?

Candy Crush: is it a model for online courses? | Games, gaming and gamification in Higher Education | Scoop.it
Paper argues that mobile game’s addictive appeal could be harnessed to improve course retention
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Scooped by Kim Flintoff
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How to Engage the Students Who Need It Most: Gamification (EdSurge News)

How to Engage the Students Who Need It Most: Gamification (EdSurge News) | Games, gaming and gamification in Higher Education | Scoop.it
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,
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Scooped by Peter Mellow
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Syracuse U Uses Gamification To Encourage Student Development -- Campus Technology

Syracuse U Uses Gamification To Encourage Student Development -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Scooped by Leah Irving
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Welcome - coding conduct

Welcome - coding conduct | Games, gaming and gamification in Higher Education | Scoop.it
The profile and portfolio of user experience designer and researcher Sebastian Deterding, specialising in persuasive and gameful design
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Scooped by Jacqui Kelly
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Why Should You Try Game-Based Learning? - Edudemic

Why Should You Try Game-Based Learning? - Edudemic | Games, gaming and gamification in Higher Education | Scoop.it
This visual takes a look at how game-based learning activities are designed, why they work, and how well they work in classrooms. Keep reading to learn more.
Jacqui Kelly's insight:

A nice visual that shows some of the facts relating to game based learning

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Scooped by Kim Flintoff
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Friend, Fraud, Or Fishy | WiredAcademic

Friend, Fraud, Or Fishy | WiredAcademic | Games, gaming and gamification in Higher Education | Scoop.it
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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Gamification of E-learning for Corporate Sector - eLearningFeeds.com

Gamification of E-learning for Corporate Sector - eLearningFeeds.com | Games, gaming and gamification in Higher Education | Scoop.it
When the e-learning courses are dull, learners are bored and frustrated and hence learning does not happen and knowledge transfer does not take place...
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