Gamification in the Classroom
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How quest-based learning is improving student achievement

How quest-based learning is improving student achievement | Gamification in the Classroom | Scoop.it
There is a common imperative given to teachers to leave no child behind. This alludes to getting all of our students to similar levels of proficiency by ye

Via Dr. Susan Bainbridge
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Thanks, Susan Bainbridge!

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Jean-Baptiste Houdart's curator insight, April 20, 2014 3:13 AM

Interesting new instructional theory worth keeping track of. Quest Based Learning is a great opportunity to engage learners through fun and challenging activities.

Rosemary Tyrrell, Ed.D.'s curator insight, April 20, 2014 12:41 PM

Part of the increasing gamification movement. 

Kirsten Wilson's curator insight, April 20, 2014 7:02 PM

This continues to take a hard look at Game Based Learning with emphasis on questioning, achieving mastery through questioning and feedback.

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Gamification Taxonomy

Gamification Taxonomy | Gamification in the Classroom | Scoop.it
We have conducted extensive empirical research over the last 4 years as part of a university PhD program to develop the world's first comprehensive enterprise gamification taxonomy. Our taxonomy ha...

Via ThePinkSalmon
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Thx Skip Z! I need to look at this more closely
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elearning at eCampus ULg's curator insight, June 13, 4:44 AM
An interesting taxonomy designed to help instructors to bring their game on
Josi Sierra's curator insight, June 15, 3:31 AM
Gamifikazioaren Taxonomia interesgarri bat daukagu bat
Ricard Lloria's curator insight, June 18, 3:12 AM
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Game-Based Learning: Resource Roundup

Game-Based Learning: Resource Roundup | Gamification in the Classroom | Scoop.it
Game Jam Your Classroom
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The latest article links in Games  and Gamification of the classroom

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The Top Gamification Statistics And Facts For 2015 You Need To Know

The Top Gamification Statistics And Facts For 2015 You Need To Know | Gamification in the Classroom | Scoop.it

There are a myriad of convincing arguments in favor of adopting a gamification strategy. However, numbers often speak louder than words, especially when those numbers are backed by extensive research studies and surveys. So, let's explore some gamification statistics and facts for 2015 that will give you ample reason to integrate gamification into your next eLearning deliverable.


Via Yashy Tohsaku, Miloš Bajčetić
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Thx  @Miloš Bajčetić

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Digital Badges Motivate

Digital Badges Motivate | Gamification in the Classroom | Scoop.it
Digital badges motivate. Badges help students to stay focused and complete the required tasks. Students become active learners as a result of the digital badge. In fact, digital badges have proven to be key in getting students to complete MOOCs. Certificates don’t have the effect on learners that digital badges do.

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Different Types of Game-Enhanced Learning Infographic - e-Learning Infographics

Different Types of Game-Enhanced Learning Infographic - e-Learning Infographics | Gamification in the Classroom | Scoop.it
The Different Types of Game-Enhanced Learning Infographic provides a brief overview of theses concepts including game-theory, game-based learning and gamification.
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The Gears of Gamification in Education Infographic - e-Learning Infographics

The Gears of Gamification in Education Infographic - e-Learning Infographics | Gamification in the Classroom | Scoop.it
The Gears of Gamification in Education Infographic presents the "what", the "who", the "why" and the "how of gamification in educational settings.
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The Minecraft Cell: Biology Meets Game-Based Learning

The Minecraft Cell: Biology Meets Game-Based Learning | Gamification in the Classroom | Scoop.it
Guest blogger Dan Bloom describes how he used Minecraft to reimagine one of his ninth grade biology labs, and offers four steps toward incorporating the game into any curriculum.
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Games and Gamification: Research from the eLearning Guild

Games and Gamification: Research from the eLearning Guild | Gamification in the Classroom | Scoop.it

Recently, the elearning Guild published a report by Brenda Enders discussing games and gamification for learning. It includes numerous case studies and examples of games being used in the workplace today, and summarizes recent research on games for learning.


Via Chris Carter
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Thx Chris Carter

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Tapping Into the Potential of Games and Uninhibited Play for Learning

Tapping Into the Potential of Games and Uninhibited Play for Learning | Gamification in the Classroom | Scoop.it
In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.
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Part 1

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How Games Lead Kids to the Good Stuff: Understanding Context

How Games Lead Kids to the Good Stuff: Understanding Context | Gamification in the Classroom | Scoop.it
With game-based learning students learn how to solve the problems in context. They understand how the equations they are solving fit into the world. The question, “Why do I need to know this?” is rendered obsolete. It is more than just subject matter, more than just content. There’s context. Students understand how integer partitions work within a system.
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Part 2

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Social And Emotional Benefits Of Video Games: Metacognition and Relationships

Social And Emotional Benefits Of Video Games: Metacognition and Relationships | Gamification in the Classroom | Scoop.it
Contrary to the popular image of the gamer as an awkward, socially inept loner, players are actually engaged with one another. Gamers play cooperatively. They play competitively. They share tips and tricks. They work together. The teach each other how to get better at the game.
Kathy Lynch's insight:

Unlike our old assumptions, there is are lot of demonstrable positives for gamers. Two areas where all students can benefit, but perhaps, particularly students with the special needs are social skills and metacognition.

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How quest-based learning is improving student achievement

How quest-based learning is improving student achievement | Gamification in the Classroom | Scoop.it
There is a common imperative given to teachers to leave no child behind. This alludes to getting all of our students to similar levels of proficiency by ye

Via Dr. Susan Bainbridge
Kathy Lynch's insight:

Thanks, Susan Bainbridge!

more...
Jean-Baptiste Houdart's curator insight, April 20, 2014 3:13 AM

Interesting new instructional theory worth keeping track of. Quest Based Learning is a great opportunity to engage learners through fun and challenging activities.

Rosemary Tyrrell, Ed.D.'s curator insight, April 20, 2014 12:41 PM

Part of the increasing gamification movement. 

Kirsten Wilson's curator insight, April 20, 2014 7:02 PM

This continues to take a hard look at Game Based Learning with emphasis on questioning, achieving mastery through questioning and feedback.

Rescooped by Kathy Lynch from Eclectic Technology
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Gamification in Education - An Educator's Experience

Gamification in Education - An Educator's Experience | Gamification in the Classroom | Scoop.it
The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just li

Via Beth Dichter
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Beth Dichter's curator insight, March 26, 2014 10:11 PM

Gamification...do you ask yourself if this will work in your classroom? In this post Vicki Davis shares her experience of bringing games into the classroom. You will learn how games may be the tool for some students to break through barriers, and also that the language used by games is not always up to school standards.

She shares five elements of gaming that should be considered as gaming and education come together.

1. Game Mechanics (think game theory)

2. Bartle Test of Game Psychology (more information on this in the post)

3. Gamification is a Process - In this section she shares the experience of another teacher whom has gamified his classroom, including an embedded video from a Google Hangout he hosted. Take the time to watch the video and learn from his experience with his 6th grade class.

4. Serious Games can be Used Anywhere - from elementary through college level (and some businesses are using games to help train future employees).

5. Serious Games can Tackle Serious Issues, and serious issues may help us promote rigor in our classrooms.

6. We Can't Trust App Stores to Curate our Games

Click through to the post for more information. After reading the post do you think that gaming has the potential to be a "powerful 'killer' tool in a 21st century teacher's toolkit?

TWCLibrary's curator insight, March 27, 2014 6:56 PM

Discusses the different applications of gamification in the classroom and why it can engage kids in their learning

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The Ultimate Guide to Gamifying Your Classroom | Edudemic

The Ultimate Guide to Gamifying Your Classroom | Edudemic | Gamification in the Classroom | Scoop.it
The effects of gamification include increased student engagement, and class wide enjoyment of academic lessons, even from reluctant learners.
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Glad they mentioned Classcraft and starting small... I need to dive in

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The Best Resources For Learning About Formative Assessment

The Best Resources For Learning About Formative Assessment | Gamification in the Classroom | Scoop.it
(Thumbs are one of my favorite forms of formative assessment) Be sure to read my Ed Week column, Ways to Include Students in the Formative Assessment Process. As the new school year approaches (we ...
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Thx

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The Top Gamification Statistics And Facts For 2015 You Need To Know - eLearning Industry

The Top Gamification Statistics And Facts For 2015 You Need To Know - eLearning Industry | Gamification in the Classroom | Scoop.it
The Top Gamification Statistics And Facts For 2015! Check also The Top Gamification Statistics And Facts For 2015 You Need To Know Infographic!
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The Educational Potential of Video Games in School Infographic - e-Learning Infographics

The Educational Potential of Video Games in School Infographic - e-Learning Infographics | Gamification in the Classroom | Scoop.it
The Educational Potential of Video Games Infographic covers both pros and cons of usage of video games in school.
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How Games Affect The Brain Infographic - e-Learning Infographics

How Games Affect The Brain Infographic - e-Learning Infographics | Gamification in the Classroom | Scoop.it
The How Games Affect The Brain Infographic examines the neurology of gaming.
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How Virtual Reality Meets Real Life Learning With Mobile Games

How Virtual Reality Meets Real Life Learning With Mobile Games | Gamification in the Classroom | 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.
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Teachers Transform Minecraft for Class Use

Teachers Transform Minecraft for Class Use | Gamification in the Classroom | Scoop.it
Seeing its massive potential as a learning tool, 2 teachers -- one in Finland, one in the U.S. -- took it upon themselves to create a version for educators.
Kathy Lynch's insight:

Overall view of Minecraftedu

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Math, Science, History: Games Break Boundaries Between Subjects

Math, Science, History: Games Break Boundaries Between Subjects | Gamification in the Classroom | Scoop.it
Game-based learning forces students to apply knowledge in a contextualized way, it creates an interdisciplinary learning experience where subject-specific knowledge is used in a context that requires diverse applications. The borders between disciplines become fuzzy and ambiguous.
Kathy Lynch's insight:

Part 3

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How Games Lead Kids to the Good Stuff: Understanding Context

How Games Lead Kids to the Good Stuff: Understanding Context | Gamification in the Classroom | Scoop.it
With game-based learning students learn how to solve the problems in context. They understand how the equations they are solving fit into the world. The question, “Why do I need to know this?” is rendered obsolete. It is more than just subject matter, more than just content. There’s context. Students understand how integer partitions work within a system.
more...
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The Minecraft Cell: Biology Meets Game-Based Learning

The Minecraft Cell: Biology Meets Game-Based Learning | Gamification in the Classroom | Scoop.it
Minecraft, the popular sandbox game, is beloved by educators for its use as a learning tool. It enables students to explore, create and imagine in a completely different way than they could ever do i
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Gamify Learning: 20+ Resources : Teacher Reboot Camp

Gamify Learning: 20+ Resources : Teacher Reboot Camp | Gamification in the Classroom | Scoop.it

Via Chris Carter
Kathy Lynch's insight:

More great resources Thx to Chris Carter

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