Gamifying the Classroom
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Game-Based Learning in Practice

Game-Based Learning in Practice | Gamifying the Classroom | Scoop.it
In early September, my sixth grade social studies students began playing the SimCityEDU beta. Around the same time, my seventh graders began playing a non-digital debate game -- complete with teams,
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Designing a Classroom Game That Can Get Kids Excited About History

Rick Brennan and Jason Darnell, social studies teachers in Houston, created Historia so that students would take an active role in learning
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Games for learning

Games for learning | Gamifying the Classroom | Scoop.it
Here are some games that can be used in a classroom. I like to use commercially produced games that are designed for entertainment rather than educational games. Generally, educational games are ve...
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ClassTools.net: Create interactive flash tools / games for education

ClassTools.net: Create interactive flash tools / games for education | Gamifying the Classroom | Scoop.it
Create free educational games and tools in flash
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"Incorporating Kinesthetic Learning Activities...

...in the Composition Classroom." Presented by Michael Flachmann Michael Flachmann's presentation discusses kinesthetic learning techniques in the compositio...
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What’s Trending in Classroom Games?

This infographic showcases how games help students learn and retain, engage and get motivated to learn and many more fascinating results.
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Cyber Surf - Games & Activities for Safe Online Surfing

Cyber Surf - Games & Activities for Safe Online Surfing | Gamifying the Classroom | Scoop.it

Via Ana Cristina Pratas, Petra Pollum
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Carmenne Kalyaniwala-Thapliyal's curator insight, October 19, 2013 4:39 AM

Completely brilliant serious games to raise awareness about good netzinship! 

Roxane Harrison's curator insight, October 20, 2013 11:34 AM

For kids through 8th grade

Dr Pam Hill's curator insight, October 24, 2013 8:44 AM

This game has analytics so it might be helpful for a formative assessment.  Also the reading required can be helpful in measuring content and comprehension skills.  Worth a look!

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10 Team-Building Games That Promote Collaborative Critical Thinking

10 Team-Building Games That Promote Collaborative Critical Thinking | Gamifying the Classroom | Scoop.it
10 Team-Building Games That Promote Collaborative Critical Thinking
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Learning STEM Skills by Designing Video Games

Learning STEM Skills by Designing Video Games | Gamifying the Classroom | Scoop.it
Texas 10-year-old Rhys uses Gamestar Mechanic to program and create worlds to play in, learning valuable skills in science, technology, engineering, and math along the way.
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Gaming improves multitasking skills: Study reveals plasticity in age-related cognitive decline

Gaming improves multitasking skills: Study reveals plasticity in age-related cognitive decline | Gamifying the Classroom | Scoop.it

Commercial companies have claimed for years that computer games can make the user smarter, but have been criticized for failing to show that improved skills in the game translate into better performance in daily life. Now a study published this week in Nature convincingly shows that if a game is tailored to a precise cognitive deficit, in this case multitasking in older people, it can indeed be effective.

 

Led by neuroscientist Adam Gazzaley of the University of California, San Francisco, the study found that a game called NeuroRacer can help older people to improve their capacity to multitask — and the effect seems to carry over to tasks in everyday life and is still there after six months. The study also shows how patterns of brain activity change as those cognitive skills improve.

 

NeuroRacer is a three-dimensional video game in which players steer a car along a winding, hilly road with their left thumb, while keeping an eye out for signs that randomly pop up. If the sign is a particular shape and colour, players have to shoot it down using a finger on their right hand. This multitasking exercise, says Gazzaley, draws on a mix of cognitive skills just as real life does — such as attention focusing, task switching and working memory (the ability to temporarily hold multiple pieces of information in the mind).

 

Gazzaley and his colleagues first recruited around 30 participants for each of six decades of life, from the 20s to the 70s, and confirmed that multitasking skills as measured by the game deteriorated linearly with age. They then recruited 46 participants aged 60–85 and put them through a 4-week training period with a version of NeuroRacer that increased in difficulty as the player improved.

 

After training, subjects had improved so much that they achieved higher scores than untrained 20-year-olds, and the skill remained six months later without practice.

 

The scientists also conducted a battery of cognitive tests on the participants before and after training. Certain cognitive abilities that were not specifically targeted by the game improved and remained improved — such as working memory and sustained attention. Both skills are important for daily tasks, from reading a newspaper to cooking a meal.

 

That is significant, says Gazzaley. “Neuro­Racer doesn’t demand too much of those particular abilities — so it appears that the multitasking challenge may put pressure on the entire cognitive control system, raising the level of all of its components.”

 

The team also recorded brain activity using electroencephalography while participants played NeuroRacer. As their skills increased, so did activity in the prefrontal cortex of the brain, which is associated with cognitive control, in a manner that correlated with improvements in sustained-attention tasks. Activity also increased in a neural network linking the prefrontal cortex with the back of the brain.

 

But Gazzaley’s study confirms that cognitive function can be improved — if you design training methods properly, says Klingberg, who is a consultant for Cogmed, a company he founded in 1999 to market computer-based training methods, particularly for people with attention-deficit disorders.

 

Last year, Gazzaley also co-founded a company, called Akili, for which he is an adviser. It is developing a commercial product similar to NeuroRacer, which remains a research tool, and will seek approval from the US Food and Drug Administration to market it as a therapeutic agent. A ‘games’ approach might also help people with particular cognitive deficits, such as depression or schizophrenia, adds Daphne Bavelier, a cognitive neuroscientist at the University of Geneva in Switzerland, who develops computer games to improve brain function and who also advises Akili.

 

Gazzaley cautions against over-hyping: “Video games shouldn’t now be seen as a guaranteed panacea.” But Linsey, for her part, is happy with what the game did for her and about her own contribution. “It’s been exciting to discover the older brain can learn — and I’m glad my own brain helped make the discovery.”

 

 


Via Dr. Stefan Gruenwald
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JMS1 Group9's curator insight, September 30, 2013 7:53 AM

Not only is gaming a great leisure activity that can unwind stress and serve as an escapism, but now it has also been proven to help the gamer with muti-tasking and other skills.

-Izelle

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Is Minecraft the Ultimate Educational Tool? | Idea Channel | PBS Digital Studios

If you've watched past episodes of Idea Channel, you know we're huge fans of Minecraft. This totally amazing video game allows you to build your own world fr...
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Making Board Games in the Classroom - ProfHacker - The Chronicle of Higher Education

Making Board Games in the Classroom - ProfHacker - The Chronicle of Higher Education | Gamifying the Classroom | Scoop.it
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Disruptions: Minecraft, an Obsession and an Educational Tool

Disruptions: Minecraft, an Obsession and an Educational Tool | Gamifying the Classroom | Scoop.it
Teachers and parents are using Minecraft, a video game popular with children, to help teach science, history, languages and ethics.
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