Cibereducação
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Cibereducação
Educational Technology and Cyberculture. Tecnologias na Educação e Cibercultura.
Curated by Luciana Viter
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Five Psychological Principles Fueling Gamification

Five Psychological Principles Fueling Gamification | Cibereducação | Scoop.it
Gamification satisfies fundamental human desires such as competition and the need for recognition, and bolsters a sense of community in the workplace.

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Nik Peachey's curator insight, July 13, 7:33 AM

Useful short summary.

Bonnie Bracey Sutton's curator insight, July 21, 2:13 AM
I learned that students who are successful at games are different kinds of learners. Sometimes analytical. Sometimes the most unlikely can master games. I
Rescooped by Luciana Viter from blended learning
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Three Essential Design Elements for Effective eLearning Gamification

Three Essential Design Elements for Effective eLearning Gamification | Cibereducação | Scoop.it
In this blog, three essential design principles are uncovered for elearning gamification and a case study is shared that illustrates the three elements.

Via Vladimir Kukharenko
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Rescooped by Luciana Viter from eLearning Industry
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How does gamification affect the learning process?

BY MATTHEW LYNCH, Tech Edvocate In the context of education, the trend of using game elements in non-game contexts, termed otherwise gamification, aims at increasing the engagement and motivation of students, capturing their interest to continue learning and influencing their classroom behavior.... http://elearningfeeds.com/how-does-gamification-affect-the-learning-process/
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davidconover's curator insight, February 1, 9:56 AM
In what ways are you connecting learning styles to gamifying how your brain processes new info?
 
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5 Classic Game Types to Gamify Your Moodle Course

5 Classic Game Types to Gamify Your Moodle Course | Cibereducação | Scoop.it
If you are thinking of gamifying your Moodle course, Game Designers are way ahead of you in creating fun, engaging “problems” to solve.
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Top 10 Objections to Gamification (and the Best Way to Respond) by JD Dillon : Learning Solutions Magazine

Top 10 Objections to Gamification (and the Best Way to Respond) by JD  Dillon : Learning Solutions Magazine | Cibereducação | Scoop.it
Gamification gets its fair share of skepticism regarding its potential to impact employee learning and performance. But
experience has shown that when applied effectively, gamification has the power to significantly improve employee
engagement and business outcomes. Here are some responses to the most common objections!

Via Vladimir Kukharenko
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Rescooped by Luciana Viter from ICT
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10 Specific Ideas To Gamify Your Classroom -

10 Specific Ideas To Gamify Your Classroom - | Cibereducação | Scoop.it
10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain [...]

Via Vladimir Kukharenko, Suvi Salo
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Rescooped by Luciana Viter from All digital
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Gamification And Motivation: It’s The Content That Matters, Not The Container - eLearning Industry

Gamification And Motivation: It’s The Content That Matters, Not The Container - eLearning Industry | Cibereducação | Scoop.it
Want to know about the relationship between Gamification And Motivation? Examine gamification through the perspective of learners’ motivation and success.

Via Stephania Savva, Ph.D
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How to Start Incorporating Games Into the Classroom

How to Start Incorporating Games Into the Classroom | Cibereducação | Scoop.it
From dice to educational video games, classes led by instructional technology teacher Ryan Read are increasingly full of game-based learning! Ryan's responsibilities at Jackson Charter School in Rockford, IL include supporting other teachers as they try out new modes of instruction in the classroom. Ryan shares his experiments with technology and game-based learning extensively on Twitter as @Ryan7Read.

Via Elizabeth E Charles
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Rescooped by Luciana Viter from EDUCACIÓN 3.0 - EDUCATION 3.0
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HERRAMIENTAS ONLINE PARA CREAR BADGES Makebadges - the badge design tool for schools - by Makewaves

HERRAMIENTAS ONLINE PARA CREAR BADGES Makebadges - the badge design tool for schools - by Makewaves | Cibereducação | Scoop.it
A free tool for designing badges, avatars and banners for schools. Provided by Makewaves the safe social learning platform for education

Via Mª de Lourdes Ferrando Rodríguez, Javier Sánchez Bolado
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Rescooped by Luciana Viter from E-Learning, Formación, Aprendizaje y Gestión del Conocimiento con TIC en pequeñas dosis.
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Encuentra las diferencias: Gamificación y Aprendizaje Basado en el Juego.

Encuentra las diferencias: Gamificación y Aprendizaje Basado en el Juego. | Cibereducação | Scoop.it
Encuentre un cuadro comparativo entre gamificación y aprendizaje basado en juegos.
Via Juan Jesús Baño Egea
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Rescooped by Luciana Viter from Multilíngues
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8 TED Talks on the importance of play

8 TED Talks on the importance of play | Cibereducação | Scoop.it
Play invites creativity and collaboration, and can inspire you to think out of the box! Take a recess and learn about the benefits of connecting with your inner-child.

Via Ariana Amorim, Dean J. Fusto, Miloš Bajčetić, Luciana Viter
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Rescooped by Luciana Viter from Las TIC en la enseñanza del español
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Gamificación y aprendizaje basado en el juego: ¿en qué se diferencian?

Gamificación y aprendizaje basado en el juego: ¿en qué se diferencian? | Cibereducação | Scoop.it

El término gamificación cada vez está siendo más popular en el ámbito educativo y empresarial, pero muchos confunden o no tienen muy claro cuál es la diferencia entre el mismo y el aprendizaje basado en el juego. En este artículo analizaremos las diferencias entre ambos enfoques y además nos centraremos en el uso de la gamificación en entornos online.


Via Net-Learning, Ana Alonso
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En el núvol's curator insight, July 2, 2016 5:30 PM
Gamificación y aprendizaje basado en el juego
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Gamification: How to Use Game-Based Learning in the Classroom

Gamification: How to Use Game-Based Learning in the Classroom | Cibereducação | Scoop.it
It’s really easy for instructors to implement a reward system that can improve both the learning experience of students and their behaviour. Active learning is more potent than its passive counterpart, and transferring video game concepts from the screen to the classroom is a great way to inspire students.

Via Nik Peachey, Yashy Tohsaku
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Nik Peachey's curator insight, June 1, 1:09 AM

Some good basic points.

Olli Hatakka's curator insight, June 2, 2:08 AM
Rescooped this Nik Peachey's good article!
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How To Gamify Your Learning Using 3 Well-Known Educational Concepts - eLearning Industry

How To Gamify Your Learning Using 3 Well-Known Educational Concepts - eLearning Industry | Cibereducação | Scoop.it
Want to know how to Gamify Your Learning successfully? Check how to Gamify Your Learning using 3 well-known educational concepts.

Via Chris Carter
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Chris Carter's curator insight, May 13, 8:20 PM
I appreciate the piece's understanding that gamification and games-in-education are two different things. 
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La gamificación de la educación no es cuestión de tecnología | Gamificación

La gamificación de la educación no es cuestión de tecnología | Gamificación | Cibereducação | Scoop.it
A menudo los especialistas en educación aplican el juego al aprendizaje con el requisito sine qua non de basarse en las tecnologías

Via Ramon Aragon
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Gamify your Moodle courses in under 20 minutes

It is possible to gamify any Moodle 2 course using out-of-the-box Moodle features. Watch this video to learn how to gamify your Moodle courses in under 2

Via Ramon Aragon
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Gamifying Your Class to Meet the Needs of All Learners

Gamifying Your Class to Meet the Needs of All Learners | Cibereducação | Scoop.it
Introduce game dynamics like leveling up and earning badges into your classroom to boost student engagement.

Via Peter Mellow
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Rescooped by Luciana Viter from Technology Advances
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Bad Gamification Won't Fix Bad eLearning: Seven Principles That Will

Bad Gamification Won't Fix Bad eLearning: Seven Principles That Will | Cibereducação | Scoop.it
Gamification is the use of game elements to motivate people to complete tasks. According to the Gartner Hype Cycle for Education, though, gamification is sliding into the Trough of Disillusionment, where interest wanes as experiments and implementations fail to deliver. Why? This article connects poor gamification implementation and poor eLearning design, and it suggests what we can do about both.

Via EDTECH@UTRGV, Lynnette Van Dyke
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Gamification to encourage learner autonomy

Gamification to encourage learner autonomy | Cibereducação | Scoop.it
This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article 'How I Turned My Classroom into a ‘Living Video Game’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom.

Via Nik Peachey, Javier Sánchez Bolado
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Nik Peachey's curator insight, August 10, 2016 5:00 AM

An old post but one that might be quite relevant with the renewed interest that Pokemon Go has created.

GwynethJones's curator insight, August 11, 2016 10:27 PM

Interesting!

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Pokemon Go and the Gimmickification of Education

Pokemon Go and the Gimmickification of Education | Cibereducação | Scoop.it
I almost dread looking at my social media feed today. Pokemon Go (GO? G.O.? (wake me up before you) Go-Go?) received a large bit of media attention this weekend, apparently even already spawning posts about how it will revolutionize education and tweets about how we need what it produces in education:

All I could think about is: how did we get to this point? Every single tech trend turns into a gimmick to sell education mumbo jumbo kitsch tied to every cool, hip trend that pops up on the social media radar. I guess I shouldn’t been that surprised once Block-chain became educational, or Second Life was used to deliver classes, or Twitter replaced LMSs, or MySpace became the University of the future, or DVDs saved public schools, and so on and so forth. I bet at some point thousands of years ago there was a dude in white toga standing up in an agora somewhere telling Plato how chariots would revolutionize how he taught his students.

I’m all for examining new trends through an educational lens, but every time I just want to say “too far, Ed-Tech®, too far!”

We all know education needs to change. It always has been changing, it always will, and will always need to have a critical lens applied to how and why it is changing. But with every new technology trend that gets re-purposed into the next savior of education, I can’t stop this gnawing feeling that our field is becoming a big gimmick to those outside of it.

Via Miloš Bajčetić, Stephania Savva, Ph.D
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Check Out This Gamified E-Learning Example | The Rapid E-Learning Blog

Check Out This Gamified E-Learning Example | The Rapid E-Learning Blog | Cibereducação | Scoop.it
Here's a good gamified e-learning example created as part of a blended training program. It includes good interactions & decision-making.

Via Vladimir Kukharenko
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Rescooped by Luciana Viter from Bibliotecas, bibliotecarios y otros bichos
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Las 5 charlas TED más inspiradoras para la gamificación | Game Marketing

Las 5 charlas TED más inspiradoras para la gamificación | Game Marketing | Cibereducação | Scoop.it

Via Ramon Aragon
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Using Gamification to Improve Participation in Social Learning Environments

Using Gamification to Improve Participation in Social Learning Environments | Cibereducação | Scoop.it
This thesis addresses the problem of students’ disengagement by investigating if gami- fication can make a contribution to solve the problem and how.

Via THE *OFFICIAL ANDREASCY*, Stephania Savva, Ph.D, malek
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