Some educators think they've found a solution to a laundry list of age-old problems teachers have faced in reaching students. So how exactly might putting lecture videos online help students learn?
Via JackieGerstein Ed.D.
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Rescooped by sarspri from The Flipped Classroom onto Languages, Learning & Technology |
Some educators think they've found a solution to a laundry list of age-old problems teachers have faced in reaching students. So how exactly might putting lecture videos online help students learn?
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From
trippenbach.com
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April 18, 7:31 PM
I don’t like Gamification. It’s been a buzzword for years and too many people seem to be missing the point. Corporate suited types see the engagement people show video games and think “Oh, I’ll have some of that!”. Via Joe Pereira
sarspri's insight:
An interesting example of a highly visual presentation (Ignite talk) that communicates both the allure and the complexities of dabbling in the realm of games and gaming. A nice addition to the "teachers are (potentially) the worst game designers" set (and why).
Joe Pereira's curator insight,
April 17, 9:08 PM
I never jumped onto the 'Gamification' bandwagon. It's always seemed to me like trying to fool someone into thinking that a not very interesting or useful activity is actually worth doing - because you get a badge when you finish! Now I can obviously see its value when used with young children (they may be difficult to motivate at times) but I don't see why it should be used with teenagers and adults. This fantastic transcript from a an Ignite presentation puts all my of own thoughts on gamification into well chosen words and images. Phillip makes the point many people seem to be missing: use game mechanics - and not just the rewards to foster learning. I'll add that better yet, why not try to use an actual video game (possibly not easy, but give it a shot)? In a nutshell, if a task isn't intrinsically motivating enough that it needs a dangling carrot to encourage engagement, maybe it isn't a task worth doing?
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t Teachers College, Columbia University, we have designed a gamification layer called Scholar’s Quest. Scholar’s Quest uses game mechanics and game-like thinking to address some of the biggest challenges facing K12 and higher education. We are presently in the middle of pilot testing this experience. Via Dorian Love, Graham Stanley Delete the scoop?
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Behold! Gamification Co's Best of 2012 series will conclude with the best of education gamification from last year. Via Digital Play
Digital Play's curator insight,
April 12, 1:47 AM
Lots to read, loads to try out and a legion of edugamers play on. Delete the scoop?
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