We are currently researching Digital Gaming in Education. What does this look like today and in the future and how does this look at the different age levels? I had the opportunity to work with a...
Via Greg Swanson
“ via PIL Network Late last year I read an interesting article about, "The Virtues of Daydreaming And 30 Other Surprising (And Controversial) Research Findings About How Students Learn". It co...”
Via Lisa W W
Betty Adamou of Nebu looks at gamification of research, why it will work and how it will manifest itself. (RT @thatdansutton: More gamification - Great article on research through gaming http://rwconnect.
Via Pekka Puhakka
This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme.
Via Kim Flintoff
by Jessica Trybus "Within an effective game-based learning environment, we work toward a goal, choosing actions and experiencing the consequences of those actions along the way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things. This keeps us highly engaged in practicing behaviors and thought processes that we can easily transfer from the simulated environment to real life. Research supports the effectiveness of game-based learning in virtual environments—for example, according to a meta-analysis of flight simulator training effectiveness, simulators combined with aircraft training consistently produced training improvements compared to aircraft-only training "
Via Jim Lerman, Kim Flintoff
"In this age of social media, edtech, smartphones, tablets and MOOCs, software applications play a larger role than ever in the learning environment. In fact, apps have reached such a level of ubiquity and everyday integration that a number of software companies are turning out apps that can help students create apps of their own. Here’s a list of 10 software tools that can jumpstart a student’s knowledge and skill in computer programming:"
Via John Evans, Kim Flintoff
“ Much has been discussed about computer games and their impact on young people. A lot of the media has focused how games are turning our young people into violent hooligans. But more recently, there...”
Via Ana Cristina Pratas
Jim Lerman's insight: PowerPoint file and workshop handout from presentation made by Andrew Walsh on this topic in Oct. 2013. The handout, particularly, contains numerous valuable links and resources regarding the most current developments in this field. Very useful From the session abstract: "Games are ideally suited to the development of skills, often requiring players to problem- solve, plan, and critically consider strategies to win the game. These are core information literacy skills underlining their suitability for use in the development of information literacy skills we try to help our library users develop. Game based learning can be used in several aspects of information literacy instruction. These include introducing elements of play to encourage reflection on students’ learning; using digital and tabletop games to teach information literacy topics within more traditional information literacy instruction (such as the game SEEK!); and more in depth digital games that students interact with outside library teaching sessions. "This session will cover some key ideas of game based learning and gamification and describe how these ideas may be used in information literacy instruction. It will include a range of examples, including those the presenter has implemented. These include an online library gamification project, Lemontree (http://library.hud.ac.uk/lemontree); and a range of non-digital information literacy games including SEEK!, a card game for improving search skills (http://eprints.hud.ac.uk/15377/). It will draw on experiences from workshops the presenter has facilitated, where librarians design and prototype their own information literacy games. "The session attendees will learn how they may use games in information literacy instruction in their own institution and how they can create games either by themselves or in partnership with others."
Via Jim Lerman, Kim Flintoff
“Researchers from Birmingham City University and Birmingham Children’s Hospital are exploring how computer games and game based learning can be applied in the healthcare sector in a bid to boost young people’s understandings of medical...”
Via Alex Wade
'Gaming can change the world': Research shows benefits of games KPLU News for Seattle and the Northwest Game designer Jane McGonigal thinks gaming can save the world, or at least help make it a better place.
Via Johnnie Driessner
Adding social gaming elements to a behavior tracking program led people to exercise more frequently and helped them decrease their body-mass index, according to new research from the USC School of Cinematic Arts, the Keck School of Medicine of USC, the USC School of Social Work and the University at Buffalo, SUNY. The project was funded by a grant from the Robert Wood Johnson Foundation's Pioneer Portfolio through its national program, Health Games Research. The results suggests that "gamification" may improve the effectiveness of traditional health interventions for motivating behavior change and can lead to better health outcomes.
Via Huey O'Brien
“ Adding social gaming elements to a behavior tracking program led people to exercise more frequently and helped them decrease their body-mass index, according to new research from the USC School of Cinematic Arts, the Keck School of Medicine of USC,...”
Via Mark Oehlert
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