Eclectic Technology
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Eclectic Technology
Tech tools that assist all students to be independent learners & teachers to become better teachers
Curated by Beth Dichter
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The 23 Best Game-Based Education Resources for 2014 | Edudemic

The 23 Best Game-Based Education Resources for 2014 | Edudemic | Eclectic Technology | Scoop.it

"Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it’s an enjoyable, effective experience for students and teachers alike. We’ve curated 23 of the best game-based education resources for 2014. If your class hasn’t gotten its game on yet, then now is the time."

Beth Dichter's insight:

Game-based learning...has it come to your classroom yet? This post provides 23 great resources on game-based learning. The material is divided into the following sections:

* Understanding game-based learning: Is game-based learning effective, or is it frivolous? Learn more about it with the links provided in this section.

* Resources for getting started: Some great introductory resources to help you get started.

* Tools you can use: Find hands-on games and gaming ideas in this section.

* For teachers who design their own games: Well, you may not be in this place yet, but perhaps down the road. Find hints to help you plan out your games.

* Game-based education in the news: Learn more about what is going on from the resources provided here.

* Other resources: Additional resources on games and gamification.

Students like to play games, and when the "fail" in a game they tend to go back and try it again because they want to win. There are some amazing games available that are free. This post provides a range of resources that may help you make the leap to trying an online game with your students, or designing a game. You may be quite pleased with the outcome.

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Teachers Surveyed on Using Games in Class

Teachers Surveyed on Using Games in Class | Eclectic Technology | Scoop.it
We have an early look at some of the interesting data coming out of a larger report on teacher attitudes around the use of games in the classroom. The numbers hint at wider use of games in the classroom and indicate teachers see the real benefit of games in helping low-performing students.
Beth Dichter's insight:

Do you think games have a place in your classroom? This newly released data is from a survey of 694 K-8 teachers in the U.S. that the Joan Ganz Cooney Center conducted in 2013 to see how teachers are using digital games in their classrooms.
What are some of the findings?

* 74% of teachers are using games in their classroom

* 55% of students play games at least once a week

* 72% of students access games on a PC or a Mac, and 41% of teachers use a white board to share games

* The two greatest barriers are the time it takes to implement games (45%) and the cost of the games (44%)

This post from Games and Learning provides the current data in both a visual and written form. There is much more to be found on the website. You may also want to check out the Joan Ganz Cooney Center. They have also published an article on this which may be found at http://www.joanganzcooneycenter.org/2014/06/09/digital-games-in-the-classroom-a-national-surevy/

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10 Free Online Educational Game Sites

10 Free Online Educational Game Sites | Eclectic Technology | Scoop.it
Web-based games can prove to be a treasure trove of learning opportunities, and there are a variety of content-areas, age ranges, and skill levels to choose from. The true pay dirt for browser-based learning games can be found on large online digital game hubs. Here are 10 game hubs players that teachers can use to as one tool in their arsenal.
Beth Dichter's insight:

Finding games that you can use in the classroom is not always as easy as one would like it to be. This post shares 10 websites that are "game hubs" and the games range from one for students as young as preK to students in high school. The list of the sites is below and additional information is in the post (as are links to each). Have fun exploring them and sharing them with your students, and if you know a site that is not listed leave in the Comment section.

* Shepperd Software

* PBS Kids Games

* Mr. Nussbaum

* National Geographic Kids

* Poptropica

* Funbrain

* BBC Schools: Games

* Primary Games

* ABCya.com

* Arcademic Skill Builders

Rosemary Tyrrell, Ed.D.'s curator insight, March 28, 2014 1:08 PM

Some wonderful resources here. 

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How To Help Your Students Embrace Failure through Game-based Learning

How To Help Your Students Embrace Failure through Game-based Learning | Eclectic Technology | Scoop.it

"Whether our students fear the dark, monsters, heights, some other imagined horror, or something more real such as family troubles or bullying, everyone is afraid of something. For students in our schools those fears probably include something that is an inherent part of our society and our educational system – failure."

Beth Dichter's insight:

What would happen if you used game-based learning in your classroom and took advantage of the of the fact that students do fail when they play games, providing opportunities for them to understand how they may also fail in class and more on. Three strategies are explored in this post.

* Encourage cooperative play

* Implement structures for active engagement

* Embrace failure as a learning opportunity

In addition to providing detailed explanations of these strategies the post also provides a look at 21 smart games for game-based learning and some as well as links to locations where you may find educationally relevant games.

The Rice Process's curator insight, November 29, 2013 8:59 AM

Interesting inights.

MLC Junior School Hub's curator insight, December 2, 2014 3:28 AM

Everyone is afraid of something. However, we need to encourage our students not to fear failure, but embrace it as a natural part of the learning process.

One area where failure is naturally integrated is games-based learning where progress is built on the concept of experimentation - failure and adaptation.

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Submrge | Deeper Thinking about Games and Education

Submrge | Deeper Thinking about Games and Education | Eclectic Technology | Scoop.it
Beth Dichter's insight:

Submrge is a website that has the tag line “Deeper Thinking About Games and Education.” It is divided into a number of sections including Games, Activities and Links.

What makes this site unique is the information it provides on each game. “Each game page includes important information for teachers, like benefits of play, educational issues for discussion, easily accessible game information, and activities related to the game on Submrge.” In addition to this information there is also a page for each game that includes “important information on the level and subject, but also the activity’s relationship to Bloom’s Taxonomy, Common Core Standards, 21st Century Skills, and the H.E.A.T. Framework. If you are wondering what HEAT Framework stands for think of Higher Order Thinking, Engaged Learning, Authentic Connections and Technology Use. This page also provides a list of learning styles and the games I checked included an Essential Question,

The Links section has resources in the following areas:

* More on Games as Text

* Advice on Games in the Classroom

* General Games Collections (many content-specific)

If you use games in your classroom, or are considering doing so, this website will provide additional resources that may provide you with new ideas.

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SimCityEDU: Using Games for Formative Assessment | MindShift

SimCityEDU: Using Games for Formative Assessment  | MindShift | Eclectic Technology | Scoop.it

"SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning...GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders."

Beth Dichter's insight:

When you ask a middle school student what computers are good for they often reply "playing games." SimCity is going to be releasing a SimCity EDU version in the fall of this year. This new version "grew out of research conducted by the MacArthur foundation on how gaming can mirror formative assessments [PDF] – measuring understanding regularly along the learning path, rather than occasionally or at the end of a unit, as is most common. Their research found that games gather data about the player as he or she makes choices within the game, affecting the outcome. In games, players “level-up,” moving on to higher levels when they’ve mastered the necessary skills; similarly teachers scaffold lessons to deepen understanding as a student grasps the easier concepts."

The post also notes that there are those who question if assessment belongs in games. That is a topic that will continued to be debated.

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Video Games and Social Emotional Learning

Video Games and Social Emotional Learning | Eclectic Technology | Scoop.it

"A lot of talk, press, and focus in this era of learning is on common core standards and 21st century skills and literacies.  What is often neglected is the importance of building social emotional skills within the classroom."

Beth Dichter's insight:

This post from Jackie Gerstein has two guiding principles :

* Social-Emotional skills and strategies should be addressed and taught in school settings.

* Video and online games can promote SEL skills and as such, should be integrated into classroom instruction.

Gerstein has divided this article in two sections. The first section looks at Social Emotional Skills in School. The image provides a guide social and emtional core competitencies which include:

* Self-management

* Self-awareness

* Responsible decision making

* Relationship skills

* Social Awareness

The second part of the post looks at the social emotional benefits of gaming. In this well researched post Gerstein provides a look at how gaming increases students self-awareness, allows them to self-manage their emotions to meet goals, promotes social awareness ("to be able to see the world through another person’s eyes"), build relationship skills and make responsible decisions. Each of these sections are described in detail with links provided throughout the post as are links to references. 

Do you have students in your class that need to grow their social-emotional skills and strategies? If you recognize this need in your classroom take the time to read this article. It may provide you with some new ideas to try in your classroom.

Nancy Jones's curator insight, February 17, 2013 10:48 AM

There is a lot to be said for teaching the whole student by making sure these skills are developed and encouraged as an equally important part of 21st century learning.

Hilda Cáceres's curator insight, February 20, 2013 1:12 PM

´Destaca que la construcción de habilidades sociales y emocionales asegura mayores resultados académicos y personales

Dreamcatchers India's curator insight, February 25, 2013 2:21 AM

Are you interested in designing e-learning and video based games for children and youth in India that impact social emotional learning. Get in touch with us at Dreamcatchers so that we can work together.

 

The following article outlines the gains from social emotional learning and the use of video games as is being discovered in the West.

 

 

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25 Terrific Online Games for English Language Learners - Online College Courses

25 Terrific Online Games for English Language Learners - Online College Courses | Eclectic Technology | Scoop.it

"English language learners fall into two categories — native speakers and those pursuing it via ESL/EFL instruction (or self-instruction!). But both demographics can build up their skills, no matter their age or proficiency, through game-based learning. The Internet, in its infinite providence, does not disappoint when it comes to hosting effective resources for teaching and reviewing the core components of the English language. Here’s a few particularly useful games or, more accurately in most cases, suites of games." There is a wide range of games suggested and you should be able to find ones available for students from elementary school through high school.

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How Video Games Make Schools Better | Online Universities

How Video Games Make Schools Better  | Online Universities | Eclectic Technology | Scoop.it

"The April 24, 2012 Brookings Institute report, How Blogs, Social Media, and Video Games Improve Education, by Darrell West, examines research and best practices to provide an enlightening overview of the ways in which these popular technologies make education (at all levels) more engaging and effective...the Brooking report provides another opportunity to examine the ways in which gaming can enhance education in general. Here’s how the report sees gaming integrating with education, with some additional insights..."

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Assessment as a Means for Developing a Sense of Achievement

Assessment as a Means for Developing a Sense of Achievement | Eclectic Technology | Scoop.it

"Assessment should be a continuous feedback loop, one that is integrated into the learning process, and where the feedback improves the competency of the learner. Assessments should be used as opportunities to develop a sense of achievement and related competencies."

 

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The MindShift Guide to Digital Games and Learning

The MindShift Guide to Digital Games and Learning | Eclectic Technology | Scoop.it
The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
Beth Dichter's insight:

Mind/Shift has run a series on digital games and learning and has not put together a guide that provides the highlights of this series. Why? To quote from the post... "to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning."

A few of the topics covered are:

* What Research Says About Gaming and Screen Time

* How to Start Using Games for Digital Learning

* Overcoming Obstacles for Using Digital Games in the Classroom

The post provides a more in-depth overview.

Becky Roehrs's curator insight, November 19, 2014 8:08 AM

Over 30 pages of ideas of how to pick and use games with your students.

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Tapping Into the Potential of Games & Uninhibited Play for Learning

Tapping Into the Potential of Games & Uninhibited Play for Learning | Eclectic Technology | Scoop.it
In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.
Beth Dichter's insight:

This post is the first of a series that will by published by Mind/Shift. It explores the various ways that games promote learning, such as how they scaffold skills and if you are not successful you replay at a lower level. Isn't this something we would like to see in our classrooms?

After the introduction the article explores two areas:

* Tapping into the Natural Instinct to Learn (which is what many of these games do)

* Game-Based Learning vs Gamifcation (and yes, there is a difference)

This post is full of pithy quotes such as:

When learning is structured as a game, students intuitively understand the cumulative nature of learning. They’re motivated to master a compounding sequence of skills.

Any teacher can implement a “gamified” approach fairly easily — you don’t need tablets or laptop computers. It’s a matter of reframing traditional assignments as inquiry-based individual or group projects. It’s also a matter of employing a more mastery-based assessment strategy that’s grounded in project-based learning and understanding the motivational benefits of a more game-like structure. 

The author, Jordan Shapiro, shares that this series of posts (over a period of months) will:

* Explain key ideas in game-based learning

* Discuss pedagogy, implementation and assessment

* Summarize research

* Discuss pros and cons of game-based learning

* And provide a guide for game-based learning in the classroom

There is much to learn about bringing games into our rooms and this series is a great way to learn.

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Gamification in Education - An Educator's Experience

Gamification in Education - An Educator's Experience | Eclectic Technology | Scoop.it
The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just li
Beth Dichter's insight:

Gamification...do you ask yourself if this will work in your classroom? In this post Vicki Davis shares her experience of bringing games into the classroom. You will learn how games may be the tool for some students to break through barriers, and also that the language used by games is not always up to school standards.

She shares five elements of gaming that should be considered as gaming and education come together.

1. Game Mechanics (think game theory)

2. Bartle Test of Game Psychology (more information on this in the post)

3. Gamification is a Process - In this section she shares the experience of another teacher whom has gamified his classroom, including an embedded video from a Google Hangout he hosted. Take the time to watch the video and learn from his experience with his 6th grade class.

4. Serious Games can be Used Anywhere - from elementary through college level (and some businesses are using games to help train future employees).

5. Serious Games can Tackle Serious Issues, and serious issues may help us promote rigor in our classrooms.

6. We Can't Trust App Stores to Curate our Games

Click through to the post for more information. After reading the post do you think that gaming has the potential to be a "powerful 'killer' tool in a 21st century teacher's toolkit?

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Five Research-Driven Education Trends At Work in Classrooms

Five Research-Driven Education Trends At Work in Classrooms | Eclectic Technology | Scoop.it
Increasingly, educators are looking to research about how kids learn to influence teaching practices and tools.
Beth Dichter's insight:

This post looks at five trends that have made their way into the classroom.  Learn more about:

* Brain-based learning

* Game-based learning

* Power of perseverance

* Questioning homework

* Cultivating creativity

In each of the five areas there are links to a number of resources. Gather together some of these great resources and share them with others in your school!

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Game-Based Learning - A Look at Why & How to use in your Classroom

Game-Based Learning - A Look at Why & How to use in your Classroom | Eclectic Technology | Scoop.it

“No TV until you finish that level.”

Can you imagine? Recent research shows that video games, once considered public school enemy number one, might just be one of our greatest assets in delivering an effective education.

Beth Dichter's insight:

If you are considering implementing some game-based learning next year, or you would like read about why game-based learning is being used in classrooms check out this post. A wide range are discussed including:

* How game-based learning works

* The hidden learning that may take when playing games

* Results of a survey from teachers whom use game-based learning in their classroom

* The potential drawbacks

Nancy Jones's curator insight, June 19, 2013 10:03 AM

I strongly believe this is a valuable tool for certain types of learning.

Ryan McDonough's curator insight, July 7, 2014 8:02 AM

Providing the pros and cons of game-based-learning, they portray gaming in a positive light. The value of gaming is stated throughout, pinpointing engagement factors and citing statistics to back up their claims. As an avid gamer myself, I don't need stats to prove anything. I know how addicting they can be. If kids can learn when they don't even realize they're learning, it is referred to as "hidden learning". That's the key. If games like Portal  can be played without kids thinkng they're educational games, then that's good news for parents and educators alike. The fact of the matter is Portal is a very challenging puzzle game that requires careful planning and attention to move up levels.

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The 7 Most Powerful Ideas In Learning Available Right Now

The 7 Most Powerful Ideas In Learning Available Right Now | Eclectic Technology | Scoop.it
Beth Dichter's insight:

If you had to come up with the seven most "compelling trends" in education today what would they be? This graphic shows one view of the trends. The ones listed are:

* Digital & Research Literacy 

* Shifts from Standards to Habits

* Game-Based Learning and Gamification

* Connectivism

* Transparency

* Place-Based Education

* Self-Directed Learning and Play

For more information on these check out the original post.

Darren Smith's curator insight, March 14, 2013 12:04 AM

Love this. professional Learning Teams can benefit from this.

Nancy Jones's comment, March 14, 2013 11:53 AM
Love it. Thanks, as always , for sharing all this great stuff:)
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24 Game-Based Sites That Make Studying More Fun - Online Universities.com

24 Game-Based Sites That Make Studying More Fun - Online Universities.com | Eclectic Technology | Scoop.it
Here are just a few of the great sites that are embracing game-based learning, helping make studying more fun.

The sites listed range from ones for elementary school on up to college. A brief description of each is provided. Check it out to see if there is something appropriate for your students!

Amanda's curator insight, July 1, 2013 4:21 PM

While studying for an exam is important the more fun we make it the more likely kids are to actually try to study.

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The 20 Best Blogs About Game-Based Learning - Online Colleges

The 20 Best Blogs About Game-Based Learning - Online Colleges | Eclectic Technology | Scoop.it

Game-based learning is gaining traction in many areas. There are concerns, but there is also much to suggest that game-based learning helps students learn academic subjects. Here is a listing of 20 blogs that discuss game-based learning, with descriptions that provide information so you may choose which you might like to follow.

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6 Emerging Technologies From the 2012 K-12 Horizon Report

6 Emerging Technologies From the 2012 K-12 Horizon Report | Eclectic Technology | Scoop.it

Mobile devices, tablets and apps could become mainstream with education in a year or less, according to the "2012 Horizon Report: K-12 Edition."

While the report from the New Media Consortium won't be released until June, the Consortium for School Networking hosted a webinar on Tuesday, May 15, to preview the results.

If you would like to download a "preview copy" you may register at the New Media Consortium website (no cost involved):

http://www.nmc.org/publications/2012-horizon-report-k12.

 

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Wordia - help students to learn subject vocabulary through free learning games and video

Wordia - help students to learn subject vocabulary through free learning games and video | Eclectic Technology | Scoop.it
A free resource that uses interactive video and games-based learning to teach students vocabulary. Educators can set school tournaments, and students can play fun learning games challenging classmates and other schools.
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