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Educational Gaming & Gamification in Education
Educational possibilities from the games and gamification for education
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Gamificación de la metodología de aprendizaje basado en proyectos en la FP Básica de Navarra

Gamificación de la metodología de aprendizaje basado en proyectos en la FP Básica de Navarra | Educational Gaming & Gamification in Education | Scoop.it
Descripción del proyecto realizado por ouiplay para la el departamento de formación profesional del gobierno de navarra, integrando gamificación en el aprendizaje basado en proyectos.

Via Juanmi Muñoz
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I SEMINARIO INTERNACIONAL DE AVANCES EN LA INVESTIGACIÓN EN VIDEOJUEGOS Y EDUCACIÓN: Materiales

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Presentaciones utilizadas en el I Seminario Internacional de avances en la investigación en videojuegos y educación (Universidad de Extremadura).

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2014 Reflections on Gamification for Learning

2014 Reflections on Gamification for Learning | Educational Gaming & Gamification in Education | Scoop.it

The year 2014 was a fantastic year for gamification with lots of companies engaging in gamified solutions, more and more people understanding what gamification is all about and several well known technology companies taking the plunge into gamification. As well as some interesting vendor offerings in the field.

The interest in gamification for learning is larger than it’s ever been and continues to grow (but not as fast as some predicted…more about that later).


Via Ana Cristina Pratas
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Pi Wen Looi, PhD.'s curator insight, January 8, 10:47 AM

A good summary of the trends in gamification and learning. 

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Juegos educativos: diez consejos de diseño para experiencias de aprendizaje inmersivo

Juegos educativos: diez consejos de diseño para experiencias de aprendizaje inmersivo | Educational Gaming & Gamification in Education | Scoop.it
Interesante propuesta que nos llega desde la revista "User Experience", la introducción de la gamificación en el aula. Este artículo no muestra el decálogo de aquellos aspectos que incluyen o ha de...

Via Teresa Torné, Jesús Salinas
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Gamification Basics | Web Courseworks

Gamification Basics | Web Courseworks | Educational Gaming & Gamification in Education | Scoop.it
Gamification is revolutionizing the field of learning and development. That was the main thrust of the Game On! Gamification Strategies for Instructional Designers and Trainers skills seminar I led at the recent ASTD Chicagoland Chapter meeting at the DePaul University School for New Learning on September 18th. Using micro-credentials to reward users for acquiring new knowledge or …

Via Jesús Salinas
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Lucila Pérez's curator insight, November 9, 2014 7:44 AM

Los juegos educativos no solo facilitan el aprendizaje enganchando al estudiante en este proceso, también lo enriquecen si su diseño se basa en modelos pedagógicos. 

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Gamification and working life cooperation in an e-learning environment

Gamification and working life cooperation in an e-learning environment | Educational Gaming & Gamification in Education | Scoop.it

Despite the importance of cooperation between education and the working life, there are substantial difficulties on the road. Gamification refers to introducing game elements into another domain. While there is evidence on the usefulness gamification in education, its potential in bridging education and working life is still untapped.

Our contribution is in investigating the possibility of facilitating knowledge sharing through a gamified platform. The case study describes the development and execution of a game-based platform for working-life cooperation, acting as a knowledge-sharing platform between schools, students, and participating entrepreneurs. In the case study, the hurdles identified in previous research were successfully overcome. Entrepreneurs evaluated the results of the game positively, expressed high motivation, and felt the produced knowledge was useful. Results suggest the potential of a gamified learning environment in increasing engagement, motivation and participation in a problem solving community of students and entrepreneurs. The nature of a game supports a shift towards learning in working life, the interviewees argue.
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Interesting paper on the use of a gamified platform to bridge education and working life, formal and informal learning.

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Los tres niveles a la hora de gamificar un curso #gamootco14 | Fernando Santamaría

Los tres niveles a la hora de gamificar un curso #gamootco14 | Fernando Santamaría | Educational Gaming & Gamification in Education | Scoop.it
Esto es en ampliación a lo dado ayer en el Taller de "Cómo gamificar un curso" para MoodleMoot 2014 Bogotá-Colombia. #gamootco14 #mootco14. Al final dejó la

Via Marta Torán
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Marta Torán's curator insight, July 31, 2014 4:35 PM

Un excelente artículo de Fernando Santamaría sobre Gamificación del Aprendizaje acompañado de magníficas transparencias de un curso. Un placer aprender!

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Atta

Atta | Educational Gaming & Gamification in Education | Scoop.it
Aprenentatge interactiu, cooperatiu, en xarxa, utilitzant les tablets com a eina d'educació motivadora i innovadora. Els alumnes aprenen dels seus iguals i per projectes pluridisciplinaris.

Via EDUCACIÓN FUNDACIÓN TELEFÓNICA
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EDUCACIÓN FUNDACIÓN TELEFÓNICA's curator insight, July 10, 2014 4:43 AM
Atta es una red social de aprendizaje que ofrece un tutor automático para estudiantes y profesores.
A diferencia de las herramientas que usan pruebas de autoevaluación, el proyecto atta usa la tecnología para analizar todas las interacciones de los usuarios y proporcionar información e instrucciones estimulantes y motivadoras. Atta es un entorno seguro, on-line, donde se encuentran alumnos y docentes para aprender cooperando, resolviendo misiones. La red permite crear misiones nuevas o modificar las existentes para adaptarlas a tu clase. Cada proyecto Atta tiene un máximo de 35 misiones y que puedes adaptar como quieras a las necesidades de tus alumnos.
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How games can engage students and improve learning | eSchool News | eSchool News

How games can engage students and improve learning | eSchool News | eSchool News | Educational Gaming & Gamification in Education | Scoop.it
Understanding how games create a sense of flow and engagement can help teachers make better choices about their instructional use of games.
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The creation of a sense of flow can be useful for learning design.

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Faraón Llorens » Aprendizaje y Videojuegos: número especial ReVisión

Aprendizaje y Videojuegos
ReVisión
Revista de AENUI de investigación en Docencia Universitaria de la Informática.
Volumen 7, número 2 (2014)

La revista ReVisión de investigación en Docencia Universitaria de la Informática dedica uno de sus números anuales a una temática especial y que esté de vigente actualidad, haga un repaso histórico o plantee líneas novedosas de trabajo. Siguiendo estos principios, este número 2 del volumen 7 está dedicado al aprendizaje y los videojuegos. Las líneas de trabajo por las que se pueden relacionar los videojuegos, la docencia y la informática son múltiples y variadas. La industria de los videojuegos es una de las de mayor facturación y que mayor crecimiento ha experimentado en los últimos años, por lo que las Universidades debemos preparar a profesionales que puedan realizar estas labores. Aunque ya se están impartiendo en las Universidades Españolas estudios para el diseño y desarrollo de videojuegos, aún lo están haciendo de forma muy tímida y casi a escondidas. Por otro lado, los videojuegos son proyectos informáticos complejos y multidisciplinares, por lo que pueden ser de gran ayuda en las titulaciones de informática, con metodologías que fomenten el trabajo en equipo. Además los videojuegos son utilizados como objetos de aprendizaje para la enseñanza de distintas materias, en lo que podemos llamar videojuegos educativos o serious games. Por último, una de las últimas tendencias emergentes es la aplicación de las técnicas y las herramientas utilizadas en el diseño de los videojuegos a ámbitos distintos al ocio, en lo que se conoce como “gamificación”, siendo su aplicación a la docencia una de las líneas más prometedoras. Seguro que los trabajos que os presentamos en este número os van a clarificar estos y otros aspectos relacionados con los videojuegos y la docencia.

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El resultado de enseñar a través de videojuegos es impresionante

El resultado de enseñar a través de videojuegos es impresionante | Educational Gaming & Gamification in Education | Scoop.it
Llevar la gamificación a las aulas es posible gracias a Classcraft. Una manera de involucrar a los alumnos diferente con buenísimos resultados.
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QuesTInSitu: The Game @ MNAC | GTI

QuesTInSitu: The Game @ MNAC | GTI | Educational Gaming & Gamification in Education | Scoop.it
80 high schools students have used today Questinsitu: The Game to visit the MNAC museum (National Art Museum in Catalonia)! The game has been designed
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Conversatorio Tecnologías emergentes: Aprendizaje basado en juegos ...

Conversatorio Tecnologías emergentes: Aprendizaje basado en juegos y Gamificación - Universidad Católica de la Santísima Concepción (Concepción - Chile)

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¿Cómo 'gamificar' el aula de Secundaria? - Educación 3.0

¿Cómo 'gamificar' el aula de Secundaria? - Educación 3.0 | Educational Gaming & Gamification in Education | Scoop.it

In

Javier Espinosa, del IES Antonio de Nebrija de Móstoles (Madrid), ha empezado a utilizar técnicas de gamificación en 1º, 2º y 3º de ESO

Via Teresa Torné, Josep Miquel Arroyo
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Experiencia satisfactoria de gamificación en secundaria a tener en cuenta.

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Gamification vs serious games vs simulation vs games vs… — The Engagement Blog - HiSocial

Gamification vs serious games vs simulation vs games vs… — The Engagement Blog - HiSocial | Educational Gaming & Gamification in Education | Scoop.it

We have talked in a previous post about the concept of gamification; well now, we will see some concepts that have similarities with the gamification,


Via Sharrock, juandoming, L. García Aretio
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Guide to Digital Learning and Games


Via Ana Cristina Pratas
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15 Incredible Gamified E-learning Assessments

15 Incredible Gamified E-learning Assessments | Educational Gaming & Gamification in Education | Scoop.it
This blog post shares about some interactive games that can be used for creating eLearning assessments.Read more ›

Via Ana Cristina Pratas
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Antoine Sader's curator insight, November 9, 2014 4:12 PM

Drôle et instructif. 

Character Minutes's curator insight, November 10, 2014 10:34 AM

Might be a way to review information.

 

Selin Carrasco's curator insight, November 11, 2014 9:36 AM

It is interesting how gaming is getting into education.

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Gamification and student motivation

Gamification and student motivation | Educational Gaming & Gamification in Education | Scoop.it

Abstract

The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.

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Open badges for education: what are the implications at the intersection of open systems and badging? | Ahn | Research in Learning Technology

Open badges for education: what are the implications at the intersection of open systems and badging? | Ahn | Research in Learning Technology | Educational Gaming & Gamification in Education | Scoop.it
Open badges for education: what are the implications at the intersection of open systems and badging?

Abstract

Badges have garnered great interest among scholars of digital media and learning. In addition, widespread initiatives such as Mozilla’s Open Badge Framework expand the potential of badging into the realm of open education. In this paper, we explicate the concept of open badges. We highlight some of the ways that researchers have examined badges as part of educational practice and also highlight the different definitions of open-ness that are employed in popular and scholarly thought. By considering badges from three different perspectives (motivation, pedagogy, and credential) and the concept of openness from three different perspectives (production, access and appropriation) we develop a framework to consider the tensions where these competing conceptions meet. This explication illuminates how the ideas of open and badges intersect, and clarifies situations where these concepts come into direct conflict or mutually enhance each other. Our analysis pinpoints and elucidates particular areas where research is needed to better understand the complex phenomenon of open badges, and also offers design considerations for developers, educators, and organizations that are actively involved in open badges.

Keywords: open education; gamification; learning; credentials; badges; education reform

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Guía para el diseño de Juegos (Institute of Play) | Nodo Observa @NodoEducativo

Guía para el diseño de Juegos (Institute of Play) | Nodo Observa @NodoEducativo | Educational Gaming & Gamification in Education | Scoop.it

Cuando pensamos en el aprendizaje como proceso, entendemos que las capacidades cognitivas que van desde el procesamiento de la información hasta la transformación de la misma en conocimiento, suponen apropiarse de los rasgos más significactivos y contextualizados de los contenidos con los que estamos trabajando.

 

En esta escala de progreso, podemos señalar la adapatación de la Taxonomía de Bloom como una instancia que nos ayuda a dar sentido al proceso de aprendizaje y cohenrencia al proceso de enseñanza.


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Observatorio Scopeo - Jugar o no jugar, esa es la cuestión

Observatorio Scopeo - Jugar o no jugar, esa es la cuestión | Educational Gaming & Gamification in Education | Scoop.it
Siempre han existido etiquetas que se colocan a aquello que se quiere presentar como novedoso. En el ámbito de la educación, las últimas etiquetas llevan nombres como MOOCs, entornos personales de aprendizaje y por supuesto gamificación que no es otra cosa que llevar los principios del juego al diseño de actividades de aprendizaje para mejorar habilidades y desempeño. ¿Será el juego una metodología de aprendizaje a considerar seriamente? Aprender es un proceso personal que consiste en acumular experiencia reutilizable en el futuro y que depende de 3 factores esenciales: Motivación, tiempo y oportunidad de practicar. Si lo revisamos, podemos comprobar que el juego cumple todas las condiciones que caracterizan al proceso de aprendizaje, especialmente la más importante de todas, que es a su vez la más esquiva para el resto de metodologías: la motivación. - See more at: http://scopeo.usal.es/jugar-o-no-jugar-esa-es-la-cuestion/#sthash.8iH3a4Xv.dpuf
Via Marta Torán
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Marta Torán's curator insight, June 30, 2014 1:33 PM

Muy buen artículo sobre por qué todo el mundo habla de Gamificación. 

 

El juego como "metodología natural" de aprendizaje.

 

Los diferentes puntos de vista: el diseñador (que tendrá en cuenta los objetivos de aprendizaje) y el alumno (que se centrará en "ganar").

 

Asegurar la transferencia porque no siempre aprender está garantizado.

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Benefits of Gaming: What Research Shows

Benefits of Gaming: What Research Shows | Educational Gaming & Gamification in Education | Scoop.it
It's still early days in research around games and learning, but a few significant studies show important trends.
[[ This is a content summary only. Visit my website for full links, other content, and more!

Via Marta Torán
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Marta Torán's curator insight, June 13, 2014 3:25 PM

Un artículo muy interesante sobre los videojuegos en Educación.

 

La "mala fama".

 

Los beneficios emocionales, sociales, cognitivos...

 

La plasticidad neuronal.

 

Los objetivos y la narrativa.

 

Artículos y referencias interesantes.

 

 

 

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Gamificación: 7 claves para entender qué es y cómo funciona

Gamificación: 7 claves para entender qué es y cómo funciona | Educational Gaming & Gamification in Education | Scoop.it
La gamificación es un término anglosajón que Sebastian Deterding definió como El uso de las mecánicas de juego en entornos ajenos al juego.

Via Marta Torán
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Marta Torán's curator insight, June 5, 2014 5:47 PM

Un artículo buenísimo de Santiago Moll sobre Gamificación. Mucho muy bien resumido.

Mª de Lourdes Ferrando Rodríguez's curator insight, June 6, 2014 1:48 AM

La gamificación ¿sabemos en qué consiste, sus usos , ventajas e inconvenientes? Un artículo para analizar.

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A "SIMPLE" Approach to Learning Games

A "SIMPLE" Approach to Learning Games | Educational Gaming & Gamification in Education | Scoop.it
There are 6 components of gamification that are necessary to drive engagement. You can use the acronym SIMPLE to remember them.

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Should You Gamify eLearning?

Should You Gamify eLearning? | Educational Gaming & Gamification in Education | Scoop.it

Playing a game that helps reinforce how to close a business deal, or learn the specifics about products or services that you are charged with selling to your clients is a fun and interesting way to go about the process, especially when there are rewards for getting it right. This certainly seems more interesting than listening to a long and boring lecture online. However, there are pros and cons to gamifying eLearning as well, and the challenge is to use gamification effectively and relate it well to the purpose for which it is used.


Via Ana Cristina Pratas
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Ana Cristina Pratas's curator insight, May 8, 2014 3:14 AM
Pros
  • Game-playing helps develop positive mental attitudes toward learning dry subjects.
  • Portability is great; employees can often play on their desktop, laptop, or portable devices.
  • Alleviation of boredom and tediousness in mastering subject matter is a plus.
  • Gamification can help employees focus on the material and absorb more of the information.
  • Role-playing games can guide employees to advanced academic understanding.
  • eLearning increases the ability to learn independently.
  • Gaming-based learning shifts the focus to the process rather than the outcome or goal of the course.
  • Games that help confront fears and anger have been shown to be a safe alternative for releasing emotions.
  • Games like online chess make students slow down, concentrate, and think moves ahead – definitely good skills for employees to master.
  • Music and movement augment the learning experience in a positive way.
  • Game mechanics can teach critical thinking and interpretation skills that are crucial to learning.
  • Replayability gives people permission to fail, which encourages exploration and discovery.
Cons
  • eLearning has to be monitored to be successful; it is important to classify what is learned from the games played.
  • There is still research that needs to be done to figure out how and why gamification works and why it is effective.
  • Extrinsic rewards can lose their value over time, and actually lessen the motivation of players.
  • Some games do not use the experience to properly motivate people to really learn and be engaged.
  • Game-playing can result in a lack of strategic connection. The challenge is keeping it relevant to the tasks at hand.
Malachy Scullion's curator insight, May 8, 2014 8:07 AM

Are you gamifying your classroom?