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Neil deGrasse Tyson Interviewed by Gamification Expert Gabe Zichermann - YouTube

Published on Jul 7, 2014

Neil deGrasse Tyson is interviewed by Gabe Zichermann at GSummit SF 2014 on June 12, 2014. Dr. Tyson keynoted GSummit (the top event in gamification, consumer loyalty and employee engagement) with a talk about how he used smart fun to create lasting engagement. Millions tuned in to watch Cosmos on Fox this year, about a topic that is NOT known to be super exciting to the masses--science. Dr. Tyson helped make science education fun and enjoyable--a tremendous feat in today's society filled with so many distractions.

Watch more videos from GSummit SF 2014 at:
http://bit.ly/1qOW70d

Learn more about gamification at http://www.gamification.co

Gabe Zichermann is the chair of GSummit, where top gamification experts across industries gather to share knowledge and insight about customer & employee engagement and loyalty and the Founder/Editor of Gamification.Co (gamification.co). He is also an author, highly rated public speaker and entrepreneur whose new book, The Gamification Revolution (McGraw Hill, 2013 - gamrev.com) looks at how leaders are leveraging gamification strategy to crush the competition. His previous books, Gamification by Design (2011) and Game-Based Marketing (2010) have helped define the industry's standards and frameworks, and continue to be key reference materials today. Gabe is co-founder of strategic consultancy and product lab Dopamine (dopa.mn) where he works with leading brands and startups to bring engagement to every corner of their enterprise. Gabe resides in New York City, where he is co-director of startup accelerator The Founder Institute, and a board member of StartOut.org.

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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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Eco Challenge - Water and Sustainability Game

Eco Challenge - Water and Sustainability Game | Games, gaming and gamification in Higher Education | Scoop.it

Curtin University is proud to announce that it is the Australian organiser for participation in the 2014 UNEP-DHI Eco Challenge 2.0.

 

Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.

 

UNEP-DHI Eco Challenge 2.0 provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.

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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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Gamification and working life cooperation in an e-learning environment

Gamification and working life cooperation in an e-learning environment | Games, gaming and gamification in Higher Education | Scoop.it

Despite the importance of cooperation between education and the working life, there are substantial difficulties on the road. Gamification refers to introducing game elements into another domain. While there is evidence on the usefulness gamification in education, its potential in bridging education and working life is still untapped.

Our contribution is in investigating the possibility of facilitating knowledge sharing through a gamified platform. The case study describes the development and execution of a game-based platform for working-life cooperation, acting as a knowledge-sharing platform between schools, students, and participating entrepreneurs. In the case study, the hurdles identified in previous research were successfully overcome. Entrepreneurs evaluated the results of the game positively, expressed high motivation, and felt the produced knowledge was useful. Results suggest the potential of a gamified learning environment in increasing engagement, motivation and participation in a problem solving community of students and entrepreneurs. The nature of a game supports a shift towards learning in working life, the interviewees argue.

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Quest2Teach

Quest2Teach | Games, gaming and gamification in Higher Education | Scoop.it
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Educade Blog - My Education Philosophy: How to ignite your student’s desire to learn.

Educade Blog - My Education Philosophy: How to ignite your student’s desire to learn. | Games, gaming and gamification in Higher Education | Scoop.it
For over thirty years, I have been finding innovative ways to break the old industrial-age model still in place in our 21st century educational system. For
Leah Irving's insight:

Includes lesson plans

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Games, Gamification in a Virtual Classroom Environment « Karl Kapp

Games, Gamification in a Virtual Classroom Environment « Karl Kapp | Games, gaming and gamification in Higher Education | Scoop.it

Gamification in the virtual classroom is still in its infancy. Currently, virtual classroom instructors often use workarounds to apply gamification techniques since many virtual classroom software packages don’t have game or gamification elements.

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Online Education Gets Fast-Tracked With Coursera Classes On-Demand

Online Education Gets Fast-Tracked With Coursera Classes On-Demand | Games, gaming and gamification in Higher Education | Scoop.it

This is the year massive open online courses (MOOCs) come of age, says Daphne Koller, cofounder and president of Coursera. And the way her company's helping that happen is offering up learning on-demand.

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Rescooped by Kim Flintoff from Digital Badges in Higher Education
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Points and Badges in Gamification

Points and Badges in Gamification | Games, gaming and gamification in Higher Education | Scoop.it
Points and badges are not the best use of gamification. However, if they are all you have - make the most of them.
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Gamification and Digital Badges | cat lady librarian

Gamification and Digital Badges | cat lady librarian | Games, gaming and gamification in Higher Education | Scoop.it

ALA Annual is almost here. I’m happy to report that I will be presenting on a panel titled What you need to know about gamifying your library with a lot of talented people. I will also be co-moderating a session on digital badges called Achievement unlocked: Motivating and assessing user learning with digital badges with Nicole Pagowsky and Young Lee. As a big fan of playing video games and having fun, I’m really happy to see so much interest in the idea of game-based learning in the library world, and also in the world of education.

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Gamer disclaimer: virtual worlds can be as fulfilling as real life

Gamer disclaimer: virtual worlds can be as fulfilling as real life | Games, gaming and gamification in Higher Education | Scoop.it
Step aside Olympians – the new sporting pursuit of choice may soon be professional gaming. Electronic sports (or esports) are now mainstream, drawing more than a million viewers in large tournaments and…
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Quest2Teach

Quest2Teach | Games, gaming and gamification in Higher Education | Scoop.it

Quest2Teach (handout) is a series of game-infused 3D virtual learning curricula designed for teacher education that is unified by a social-professional network. These immersive experiences provide authentic and individualized practice for future teachers that bridges theory and practice. Quest2Teach is the first of its kind in teacher education and was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media.

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Toward A Better Culture of Games | Educator Innovator

Toward A Better Culture of Games | Educator Innovator | Games, gaming and gamification in Higher Education | Scoop.it
Karen Miller's insight:

Video games can help students learn concepts that seem universally difficult to teach.  "We need to equate lifelong learning with lifelong playing the same way we equate lifelong learning with lifelong reading. We have to do this ourselves to understand how our students might do the same for themselves."

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Contracts is a Beach! - Mobile Game Play for Law students.

Contracts is a Beach! - Mobile Game Play for Law students. | Games, gaming and gamification in Higher Education | Scoop.it

Contracts is a Beach! (tm) - Mobile Game Play

 

Now available on Google Play!! Coming Soon to Apple's App Store. An interactive Contracts review game with 200 unique practice questions in a fun, tropical setting for mobile devices. Will you rule the beach?

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How Virtual Reality Meets Real Life Learning With Mobile Games

How Virtual Reality Meets Real Life Learning With Mobile Games | Games, gaming and gamification in Higher Education | Scoop.it
Games played on mobile devices allow teachers to leverage all the information on the internet along with the lived experiences of people in real life.
Karen Miller's insight:

Describes some interesting examples to stimulate ideas for educational game design. 

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E-learning meets game-based learning (GBL) – transfer of GBL research results in the e-learning project management course

E-learning meets game-based learning (GBL) – transfer of GBL research results in the e-learning project management course | Games, gaming and gamification in Higher Education | Scoop.it

One of the objectives of the project GREAT, was to develop a vision for the role of GBL in training and education and to transfer innovative methodologies to correspond with the digital preparation of the European citizens. 

This paper documents the GREAT piloting phase i.e. concept and structure, along with the experiences and results, of an e-learning course that successfully utilised games to teach leadership, time and project management competencies, all within an e-Learning environment. The course was developed utilising GREAT learning resources and GBL research results.

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Quest2Teach

Quest2Teach | Games, gaming and gamification in Higher Education | Scoop.it
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Educade | Find, create and share lesson plans and teaching tools to empower your classroom

Educade | Find, create and share lesson plans and teaching tools to empower your classroom | Games, gaming and gamification in Higher Education | Scoop.it
Empower your classroom with the best games, apps, and maker kits, including engaging lesson plans aligned to core standards. Explore, connect, & create. Join today!
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Curtin Challenge

Curtin Challenge | Games, gaming and gamification in Higher Education | Scoop.it

Welcome to Curtin Challenge, where you can develop your skills, build your networks, and shape your future. Challenge is a fun and interactive way to learn, and is just one of the many ways Curtin University is transforming your University experience.

 

The Leadership Challenge and Careers Illuminate Challenge are the first in a range of options you can choose from. Participating in a challenge earns you points towards badges, allows you to level up to become a community mentor and expert, and contributes to the Curtin Extra Certificate. Upcoming challenges will include scenarios that immerse you in real world problem solving, and contribute to sustainable futures across the globe.

 

It’s all about serious games – and who knew serious could be so fun?!

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Gartner says gamification can be a powerful engagement tool in the digital business

Gartner says gamification can be a powerful engagement  tool in the digital business | Games, gaming and gamification in Higher Education | Scoop.it
Gamification can be a powerful tool for engagement in the digital business, according to Gartner
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"The Gamification Game" Announced by Elliott Masie - Press Release - Digital Journal

"The Gamification Game" Announced by Elliott Masie - Press Release - Digital Journal | Games, gaming and gamification in Higher Education | Scoop.it

"Gamification and Learning is one of those interesting, evolving, changing, over-hyped and challenging topics in our field," says Elliott Masie, Host and Curator of Learning 2014. The MASIE Center is organizing "The Gamification Game" to explore and examine the role of Gamification and Learning.

 

"The Gamification Game" (http://www.learning2014.com/index.php/item/the-gamification-game.html) will be a vendor-neutral look at these engagement and contest models -- with an eye to how they are applied to learning activities. Conference participants will use high tech, low tech and even a few games aimed at the introverts in the community to explore the role that Gaming can play in increasing engagement for some people on some tasks.

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Gamification and Interface Design: How Game Elements Affect User Experience

Gamification and Interface Design: How Game Elements Affect User Experience | Games, gaming and gamification in Higher Education | Scoop.it
Gamification and Interface Design: How Game Elements Affect User Experience.It’s not easy for a video game to be successful.To create an engaging experience.
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LMS and Gamification

LMS and Gamification | Games, gaming and gamification in Higher Education | Scoop.it

Gamification in LMS…. Sounds like a perfect solution!!! Hold on to that thought. Let us first understand both LMS and Gamification concepts independently before we start correlating if and how implementation of Gamification would encourage usage of an LMS and how this can result in better performance of users or expected outcomes.

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Gamification Webinar - IEI

Gamification Webinar - IEI | Games, gaming and gamification in Higher Education | Scoop.it
Innovative Educational Ideas director, Bron Stuckey joins Gabe Zichermann on the Gamification Revolution webinar to discuss the latest trends and developments in the gamification industry.
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Seeing Games as a Vital Part of 21st Century Literacy and Assessment | DML Hub

Seeing Games as a Vital Part of 21st Century Literacy and Assessment | DML Hub | Games, gaming and gamification in Higher Education | Scoop.it

Known as an established game designer and design educator, Katie Salen is a go-to expert in the field of games and learning. Salen was the original lead designer of Gamestar Mechanic, a popular game making tool for youth which focuses primarily on game design, and she serves as Executive Director of the Institute of Play, a non-profit design studio dedicated to promoting game design and game-like learning.

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ChangeGamer

ChangeGamer | Games, gaming and gamification in Higher Education | Scoop.it

ChangeGamer promotes the use of computer games to study themes such as energy, climate change, natural disasters, the environment, economics, politics, history and science.  The main function of ChangeGamer is to find high-quality games, and to create student activities for each of those games.  The vast majority of games are free, browser-based, and playable on a number of different platforms (e.g. PC, Mac, Chromebook, etc.).  All of the posted activities are free and have been tested in middle and high school classrooms (Gr.7-12). We have created answer keys for a number of the student activities where applicable - if you are a teacher and require any of these email us through the contact page using your school email address.

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New webinar series: Embracing Video Games for Interest-Powered Learning

New webinar series: Embracing Video Games for Interest-Powered Learning | Games, gaming and gamification in Higher Education | Scoop.it

Can playing and designing video games really be considered "literacies"? How have video games, as a form of digital literacy, opened up a new world of possibilities for engagement, problem solving & critical thinking for young learners?

Karen Miller's insight:

Webinar being held on Thursday 11th (but in the early hours for Australians)

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