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Temas relacionados con el diseño de videojuegos, animación digital, realidad aumentada y cómputo basado en gestos.
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Rescooped by Carlos Lizarraga Celaya from E-Learning-Inclusivo (Mashup)
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Welcome to Gamification.org - Gamification Wiki

Welcome to Gamification.org - Gamification Wiki | LUDUS | Scoop.it

 

Gamification.org is the leading resource and community for gamification information, research and examples in over 18 languages.

 

Since creation of the Gamification Wiki in November 2010, Gamification has surged in popularity and has quickly become one of the most talked about trends. Gamification.org was created to be the ultimate resource for the emerging Gamification Industry, creating a collaborative space for those interested to come together as a community and learn and explore what works and what doesn't and to collectively benefit from the knowledge and wisdom of the community.


Via Ana Cristina Pratas, Miloš Bajčetić, Lynnette Van Dyke, juandoming
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S.M.A.R.T Gamification - Goal Setting - Gamified UK Blog

S.M.A.R.T Gamification - Goal Setting - Gamified UK Blog | LUDUS | Scoop.it
SMART goal setting seems to be the core of good gamification

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5 Tips to Adding Gamification to Your Online Course - DigitalChalk Blog

5 Tips to Adding Gamification to Your Online Course - DigitalChalk Blog | LUDUS | Scoop.it
If you’d like to see measurable results in your online course, gamify it! We’ve created a list of 5 simple gamification tips to get you started.
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Rescooped by Carlos Lizarraga Celaya from (I+D)+(i+c): Gamification, Game-Based Learning (GBL)
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Aprendizaje basado en juegos y Gamificación #education

Hola: Una presentación sobre Aprendizaje basado en juegos y Gamificación. Un saludo

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Rescooped by Carlos Lizarraga Celaya from Aprendizaje basado en juegos (game-based learning)
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Gamification and Enabling Technologies White Paper

This White paper is intended to provide an understanding of gamification and its growing importance and relevance for addressing some of the serious challeng...

Via Francisco Revuelta
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A Beautiful Visual on The Importance of Games in Learning

A Beautiful Visual on The Importance of Games in Learning | LUDUS | Scoop.it

Via Dr. Susan Bainbridge
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edilberto quispe's curator insight, November 18, 2013 7:13 AM

La importancia de los juegos en la educación

Anna Cole's curator insight, November 20, 2013 6:29 AM

I had to zoom this to read it, but it was well worth it!

Agora Abierta's curator insight, January 1, 2014 4:17 PM

La importancia del juego para el aprendizaje: es algo natural

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games-based-learning blog. PixelFountain & gamesED

games-based-learning blog. PixelFountain & gamesED | LUDUS | Scoop.it
A blog on gamification and games based learning theory and practice. Providing insight using games-ED and pixelfountain products & expertise.
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xeodesign: Why we play games. Four keys to more emotion without story. Nicole Lazzaro.

Carlos Lizarraga Celaya's insight:

XEODesign’s research shows that each Key is a reason people play and is a mechanism for
emotion in a different aspect of the Player Experience. Both players and games vary in how
important each Key is to having fun. However, analysis of best selling games such as
Bejeweled, Halo, Grand Theft Auto (GTA), EverQuest, and Mario Kart Double Dash reveals
that these games create emotion in at least three of the Four Keys. For these popular titles
many layers of the experience stand on their own as entertainment. Combined these factors
make a deeply enjoyable game for a wide market. Designing deep game experiences for each
Key offers a different avenue to enhance the Player Experience as a whole and by refining
them through play testing provides more opportunities for emotion in games.

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The Future of Gamification | Pew Research Center's Internet & American Life Project

The Future of Gamification | Pew Research Center's Internet & American Life Project | LUDUS | Scoop.it
Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.
Carlos Lizarraga Celaya's insight:

“The development of ‘Serious Games’ applied productively to a wide scope of human activities will accelerate simply because playing is more fun than working,” observed Mike Liebhold, senior researcher and distinguished fellow at The Institute for the Future.

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Video Games | Off Book | PBS

Subscribe to the new Off Book channel at http://www.youtube.com/pbsoffbook Video games are important. They are a storytelling medium, a place for self-expres...
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25 Things Teachers Should Know About Gamification

25 Things Teachers Should Know About Gamification | LUDUS | Scoop.it
There are dozens of things teachers and students should know about gamification. Here's a handy simplified list to quickly learn from!
The post 25 Things Teachers Should Know About Gamification appeared first on Edudemic.

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Mulaka - Origin Tribes

Mulaka - Origin Tribes | LUDUS | Scoop.it
Save the world from the Sun, Moon and Twilight gods. Rarámuri lore brought to life in an awesome action game. Help preserve the culture
Carlos Lizarraga Celaya's insight:

Mulaka is a 3D game inspired by the Rarámuri, or Tarahumara, mythology. It aims to communicate great insight about this amazing tribe that is commonly misunderstood and ignored. We want to achieve this through great combat and puzzle mechanics surrounded by a great story full of powerful deities, enemies, and mysteries.

Mulaka is also the name of the main character, an ancient Rarámuri name which means “wheat spike”.

The Rarámuri story is always told jointly with the beautiful Sierra Tarahumara, a natural extension of mountain ranges, rivers, cascades, caves and rock formations. The game’s story will unfold on such breathtaking scenarios.

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14 Great Books on The Importance of Video Games in 21st Century Learning ~ Educational Technology and Mobile Learning

14 Great Books on The Importance of Video Games in 21st Century Learning ~ Educational Technology and Mobile Learning | LUDUS | Scoop.it

Via Cátedra UNESCO EaD
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Free eBook - How Gamification Reshapes Learning

Free eBook - How Gamification Reshapes Learning | LUDUS | Scoop.it
The Learning Professionals Free Gamification eBook. Would you be interested in the Most Effective Uses of Gamification in Learning?

Via Alfredo Calderon, juandoming
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Defining competencies via Gamification

Defining competencies via Gamification | LUDUS | Scoop.it
Gamification is much more than just giving badges away! You need points, leaderboards and rewards to make your training strategy effective. Learn how to engage your learners with this few tips by Josh Squires.

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What Does Gamification Look Like In Classrooms? - Edudemic

What Does Gamification Look Like In Classrooms? - Edudemic | LUDUS | Scoop.it
Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren’t ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or …
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Gamification Times

Gamification Times | LUDUS | Scoop.it
Gamification Times, by Andrzej: Gamification news, views and stuff
Carlos Lizarraga Celaya's insight:
All the best Gamification articles and news from the web and twitter.
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Gamification 101: The Psychology of Motivation - Lithosphere Community

Gamification 101: The Psychology of Motivation - Lithosphere Community | LUDUS | 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 ...

Via Timo Ilomäki, Marco Pozzi, Jon Samuelson, NikolaosKourakos, juandoming
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Mikko Hakala's curator insight, February 2, 2014 4:39 PM

Maslow's self-actualization needs vs. Pink's intrinsic motivators (purpose, autonomy, mastery) vs. game mechamics and dynamics. An insightful article on motivation. The conclusion makes a point for successful gamification.

 

Luciana Viter's comment, February 2, 2014 9:27 PM
Thanks for sharing, interesting and useful insights!
Kirsten Wilson's curator insight, February 3, 2014 9:37 AM

Support and graphic beneficial to the move toward gamification in the classroom.

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Gamification101 (Bunchball, 2010)

Carlos Lizarraga Celaya's insight:

Gamification 101:
An Introduction to the Use of Game Dynamics
to Influence Behavior.

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Gamification Education

Gamification Education | LUDUS | Scoop.it
Carlos Lizarraga Celaya's insight:

Future home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Follow us on twitter at @gamifyedu to be updated when there is new content! Want to help us create this website?

 
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Beyond Badges: Why Gamify?

Beyond Badges: Why Gamify? | LUDUS | Scoop.it
Mashable defines gamification as "applying game thinking or even game mechanics into a non-game context. " Game mechanics in the "real world" include earning badges, completing missions and leveling
Carlos Lizarraga Celaya's insight:

Gamification in the classroom has many benefits, too. After all, engaging a student intrinsically in the learning process, rather than with extrinsic motivators like grades, is the goal of every teacher. Awarding badges for academic accomplishments is a method to gamify the education. Global Kids, Inc. notes that badges "support learners to give language to and value what they are learning, by offering names for their new competencies and providing a venue that recognizes their importance."

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Gamification 2020: What Is the Future of Gamification? | Gartner.com

Gamification 2020: What Is the Future of Gamification? | Gartner.com | LUDUS | Scoop.it
Carlos Lizarraga Celaya's insight:
OverviewKey ChallengesOrganizations are challenged to increase engagement with employees and improve performance.Human potential is unrealized, because higher education is limited to those people with geographic and/or economic advantages.Organizations are challenged to effectively engage employees and customers in innovation.Consumers are overwhelmed by many disconnected loyalty programs that leverage uninspiring extrinsic rewards.RecommendationsOrganizations must understand the potential of gamification to design behaviors, develop skills, enable innovation and begin to deploy low-risk applications.Gamification project managers must engage game designers or organizations with experience in gamification in early implementations.Strategic planners must learn how gamification is being applied in their industries and how their organizations can leverage gamification to engage employees or customers.Business managers must assess the impact of the longer-term discontinuities that gamification will cause and begin to position their organizations to capitalize on the trend.
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Homo Videoludens 2.0: de Pacman a la gamification.

Homo Videoludens 2.0: de Pacman a la gamification. | LUDUS | Scoop.it
Esta historia comienza hace cinco años, cuando a principios del 2008 salió publicado L'Homo Videoludens. Videojocs, textualitat i narrativa interactiva dentro de la colección Media-TK de Eumo Edito...
Carlos Lizarraga Celaya's insight:

Esta nueva edición ampliada de Homo Videoludens -el volumen tiene 330 páginas- presenta cuatro grandes diferencias respecto a la de 2008:

El libro se publica en un solo idioma, el castellano, por lo que apuntamos decididamente a los lectores españoles e hispanoamericanos. Los artículos originalmente escritos en inglés y catalán han sido traducidos.Hemos incorporado nuevas contribuciones que aportan una mirada actualizada sobre la gamesfera.La nueva edición es mucho más internacional que la primera, ya sea por el origen de los autores como por la red de universidades y grupos de investigación que la hicieron posible.Finalmente, esta nueva versión integra modalidades tradicionales de distribución con las nuevas lógicas colaborativas de las redes digitales. Dicho en otras palabras: dentro de unos pocos meses la evolución del Homo Videoludens lo llevará más allá del papel.
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Noelia Sarabia's comment, August 19, 2013 7:30 PM
Excelente la inclusión de Gonzalo Frasca en el libro, tanto los videojuegos que ha creado como la investigación en torno a la gamificación y la reforma a la educación, son dignos de divulgarse