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Learning Technology, Pedagogy and Research
Learning Technology, Pedagogy and Research
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Daniel Pink on the surprising science of motivation

http://www.ted.com Career analyst Dan Pink examines the puzzle of motivation, starting with a fact that social scientists know but most managers don't: Tradi...
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More Than Just Badges: We Play’s Definition of Gamification | We Play

More Than Just Badges: We Play’s Definition of Gamification | We Play | Learning Technology, Pedagogy and Research | Scoop.it
An introduction into Gamfication, taking a look at how it works, the different variations and why it's important to businesses.
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Gamification in Education: What, How, Why Bother?

Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.

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Gamification - A Coursera MOOC taught by Kevin Werbach of the Wharton School, University of Pennsylvania

Gamification -  A Coursera MOOC taught by Kevin Werbach of the Wharton School, University of Pennsylvania | Learning Technology, Pedagogy and Research | Scoop.it

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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The gamification brain trust: intrinsically motivating people to change behavior (part 2)

The gamification brain trust: intrinsically motivating people to change behavior (part 2) | Learning Technology, Pedagogy and Research | Scoop.it
Six gamification experts tell us what they think about how to properly motivate people through game-like activities.Here's part two of the panel.
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Motivation and #Games: Motivational Theories for Instructional Games | Kapp Notes

These techniques can be used for Instructor-Led Training or eLearning modules. These ideas originated in work done by Mark Lepper, a researcher from Stanford University and Thomas Malone also a researcher from Stanford who’s work includes extensive investigations into why games are fun and motivational.

 

The two teamed up and wrote what they called “The Taxonomy of Intrinsic Motivation.” Here is a brief summary and some related references...

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The Gamification of Education Infographic #gamification #edtech

Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.
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Sweden’s Newest School System Has No Classrooms

Sweden’s Newest School System Has No Classrooms | Learning Technology, Pedagogy and Research | Scoop.it
There's a whole new classroom model and it's a sight to behold. The newest school system in Sweden look more like the hallways of Google or Pixar and less like a brick-and-mortar school you'd typically see.
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Top 10 Online Communities for Educators of Game-Based Learning

Top 10 Online Communities for Educators of Game-Based Learning | Learning Technology, Pedagogy and Research | Scoop.it
Education Secretary Arne Duncan declared August Connected Educator Month. For those educators who are interested in using game-based learning might like to join a community and connect with others ...
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Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning

It was found that many factors interactively influence students’ effectiveness of knowledge acquisition in DGBL. Students’ learning motivation, learning ability, and playing skill could be key factors that collectively influence the effectiveness of knowledge acquisition in DGBL. Also, students’ learning motivation, learning ability, and playing skill were affected by their playing motivation, prior knowledge, as well as online game experience respectively. The results of this study may help teachers consider how effectively utilizing an educational game for enhancing students’ learning effectiveness in DGBL.


Via Nik Peachey
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Gates foundation solicits remedial MOOCs | Inside Higher Ed

The foundation seeks applications for MOOCs with content that focuses on a “high-enrollment, low-success introductory level course that is a barrier to success for many students, particularly low-income, first-generation students.”

 

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The Future of PoodLL for Moodle | Moodle News

PoodLL is named an “open source language lab” which provides (but is not limited) the following tools:

 

- Audio recording
- Video recording
- widgets like the stop watch and white board

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The Game, the Player, the World: Looking for a Heart of Gameness

This paper proposes a definition of games.

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BJ Fogg's Behavior Model

BJ Fogg's Behavior Model | Learning Technology, Pedagogy and Research | Scoop.it

The Fogg Behavior Model is part of a larger system that helps people design for behavior change.

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The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits | Emerging Education Technology

A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student.
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Gamification from a Company of Pro Gamers - Lithosphere Community

Gamification from a Company of Pro Gamers - Lithosphere Community | Learning Technology, Pedagogy and Research | Scoop.it
Michael Wu, Ph.D.is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in onl...
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Students and Information Technology 2012 #edtech #eLearning #educause – eLearning Blog Dont Waste Your Time

Students and Information Technology 2012 #edtech #eLearning #educause – eLearning Blog Dont Waste Your Time | Learning Technology, Pedagogy and Research | Scoop.it

The report summary has the following key points and recommendations:

Key Findings

Blended-learning environments are the norm; students say that these environments best support how they learn. Students want to access academic progress information and course material via their mobile devices, and institutions deliver. Technology training and skill development for students is more important than new, more, or “better” technology. Students use social networks for interacting with friends more than for academic communication.
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Learning technology through three generations of technology enhanced distance education pedagogy - EURODL

Learning technology through three generations of technology enhanced distance education pedagogy - EURODL | Learning Technology, Pedagogy and Research | Scoop.it

This paper updates earlier work in which the authors defined three generations of distance education pedagogy. They then describe emerging technologies that are most conducive to instructional designs that evolve with each generation. Finally the authors discuss matching the pedagogies with learning outcomes.

 

Terry Anderson [terrya@athabascau.ca] and Jon Dron [jond@athabascau.ca], Athabasca University, Canada [www.athabascau.ca]

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Three Views on #Gamification | Kapp Notes

Here are three different and sometimes opposing views of Gamification.

 

Take a look at all three views and see which most accurately fits your view or which combination of views fit your idea of gamification.

 

 

 

 

 

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E-Learning in the Republic of Korea - UNESCO Report

UNESCO Institute for Information Technologies in Education

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Differences between game based learning and educational games

Differences between game based learning and educational games | Learning Technology, Pedagogy and Research | Scoop.it
Games Based Learning is then much more than using an educational game to teach a subject. It's an approach to allowing the ebb and flow of play to fuel imagination.
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The 20 Best Blogs About Game-Based Learning - Online Colleges

These blogs can help you keep up with the latest movements and technologies shaping the future of game-based learning.
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The Rise of Social Learning at Work

The Rise of Social Learning at Work | Learning Technology, Pedagogy and Research | Scoop.it
A tidal wave of social learning is reshaping the way we experience new information.
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Stanford U. Releases New Open-Source Online-Education Platform - Wired Campus - The Chronicle of Higher Education

Stanford University is continuing a high-profile push into online education with a new open-source platform called Class2Go, which will host two massive open online courses, or MOOC’s, during the fall quarter. Beginning in October, non-Stanford and Stanford students alike will be able to use the platform to take classes on computer networking and on “Solar Cells, Fuel Cells, and Batteries.”

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