21st Century Learning and Teaching
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Retro Gaming Device Teaches Coding - YouTube | #Maker #MakerED #MakerSpaces #LEARNingByDoing

Gamebuino META is a tiny handheld gameboy like system that allows you to program games as well as as play unique video games. It's so tiny it can fit in a t-shirt pocket for retro vibes on the go!

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https://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=makerspace

 

https://gustmees.wordpress.com/?s=maker

 

Gust MEES's insight:
Gamebuino META is a tiny handheld gameboy like system that allows you to program games as well as as play unique video games. It's so tiny it can fit in a t-shirt pocket for retro vibes on the go!

For more videos, subscribe to Mashable News: http://on.mash.to/SubscribeNews

 

Learn more / En savoir plus / Mehr erfahren:

 

https://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=makerspace

 

https://gustmees.wordpress.com/?s=maker

 

Group 8's curator insight, December 9, 2017 7:51 AM
¡Hola de nuevo a todos! Aquí os dejamos un dispositivo que hemos rescatado de un scoop que ha hecho Gust MEES y que nos ha parecido bastante interesante para desarrollar la competencia tecnológica tanto de maestros como del alumnado en general. A través de este pequeño dispositivo, podemos aprender a programar y a crear nuestros propios juegos. Gracias a él, podemos pasar de meros consumidores a prosumidores de juegos que podemos diseñar a nuestro antojo, introduciendo así elementos de aprendizaje. ¡Un saludo!
Rescooped by Gust MEES from Curtin Global Challenges Teaching Resources
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Gaming for learning | #Gamification #Games #LEARNing2LEARN

Gaming for learning | #Gamification #Games #LEARNing2LEARN | 21st Century Learning and Teaching | Scoop.it
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 


Via Kim Flintoff
Gust MEES's insight:
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Kim Flintoff's curator insight, November 13, 2016 5:36 PM

Maybe we can look at an ANZ Water Challenge?  The Trans-Tasman Test in Water and Sustainability? @NZAquaRepublica