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Rescooped by Ricard Lloria from Arquitecturas digitales del aprendizaje para una educación 4.0
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Educators Turn to Bitmoji to Build Community and Engagement

Educators Turn to Bitmoji to Build Community and Engagement | Help and Support everybody around the world | Scoop.it
Both fun and practical, Bitmoji classrooms are adding some levity to fall planning this year.

Via Oskar Almazan
Oskar Almazan's curator insight, May 27, 2021 1:17 AM
Available through the Bitmoji app, these customizable, mini-me avatars have become stand-in teachers running virtual classrooms, enforcing rules and expectations, collecting assignments—and making students smile, we’ve heard. Simply put, they’re fun.
Rescooped by Ricard Lloria from Arquitecturas digitales del aprendizaje para una educación 4.0
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2 Ways to Bring Games Into Your Classroom

2 Ways to Bring Games Into Your Classroom | Help and Support everybody around the world | Scoop.it
Gamification and game-based learning are different instructional strategies, but both can work wonders for student engagement.

Via Oskar Almazan
Oskar Almazan's curator insight, April 22, 2021 12:37 AM
Advantages of gamification:
Done right, some maintain can engage both intrinsic (pleasure and fulfillment) and extrinsic (recognition and rewards) motivation. It can engage a teacher’s own creativity in new ways, prompting them to explore new approaches to instruction and imagine whole new ways to reach their students. If you create the content, then you also control it.
Challenges of gamification: It requires time to set up quests and reward systems. Preparing these beforehand can be time-consuming at first, but very rewarding. It requires a shift in how the classroom is structured and how students progress through their learning. This may require you to let go of certain things you hold dear and replacing them with new ones.

Advantages of game-based learning:
It’s a low-risk entry point to explore the use of games, without having to redesign your classroom structure, and fits neatly into a lesson or unit much like other ed-tech tools such as the Sphero or Little Bits. Costs are relatively low. With resources such as Youtube, you don’t even need to own the video game itself, as full walkthroughs are plentiful. There are lots of existing yet specialized games to choose from. Whether it’s a video game, card game, or board game, there are many choices available. It can be isolated to a short unit or experience without impacting the rest of the curriculum if it doesn’t go as well as you’d hoped.
Challenges of game-based learning:
If the lesson is not designed well, students can get caught up in the game and lose track of learning goals. Scaffolding and putting in activities such as Socratic seminars or discussions can help keep students on track, very similar to how novel studies go throughout a unit.
Rescooped by Ricard Lloria from Arquitecturas digitales del aprendizaje para una educación 4.0
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13 Virtual Games to Play in Your Elementary Classroom

13 Virtual Games to Play in Your Elementary Classroom | Help and Support everybody around the world | Scoop.it
From scavenger hunts to Pictionary, we’ve gathered a batch of virtual games to get students talking, laughing, and engaging with peers.

Via Oskar Almazan
Oskar Almazan's curator insight, April 14, 2021 2:46 PM
While most educators feel too worn out to take on anything else this year, classroom games—old and new—can provide a much-needed respite for students and teachers who are burned out on video lessons and miss social connection.
Rescooped by Ricard Lloria from Arquitecturas digitales del aprendizaje para una educación 4.0
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DOCENTES GAMIFICANDO by berjaman on Genially

Discover more about DOCENTES GAMIFICANDO ✌️ - Presentation

Via Oskar Almazan
Oskar Almazan's curator insight, April 29, 2021 5:54 PM
Todo tipo de herramientas necesarias para la gamificacion en el aula
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Del Homo Ludens a la gamificación | Carreras Planas | Quaderns de Filosofia

Del Homo Ludens a la gamificación | Carreras Planas | Quaderns de Filosofia | Help and Support everybody around the world | Scoop.it
Parece que las últimas tendencias en educación pasan por introducir la gamificación en las aulas y en todas las actividades educativas. La idea de que los contenidos deben interesar a nuestros estudiantes combinada con el convenci - miento de que “se aprende mejor jugando”, han llevado a pensar que debemos dar a esos contenidos una forma lúdica o, mejor todavía, convertirlos en juegos. ¿Es la gamificación una moda o una oportunidad? Y en el caso concreto de la educación, ¿se trata sólo de un recurso metodológico para aprender más eficazmente o es una característica que debería tener toda actividad que pretenda ser educativa? ¿Cómo gamificar las clases (de filosofía, en nuestro caso)?

Via Oskar Almazan
Oskar Almazan's curator insight, April 18, 2021 11:10 AM
tal como lo define Huizinga, está presente (quizás más que nunca) en la cultura del siglo xxi , la gamificación no es un argumento más a favor de esta afirmación sino una oportunidad educativa. Las mismas definiciones de gamificación ya reconocen que el objetivo es aplicar o utilizar las mecánicas del juego, y no convertir las aulas (o el espacio del que se trate) en una “comunidad de juego”
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How to Use Gameplay to Enhance Classroom Learning

How to Use Gameplay to Enhance Classroom Learning | Help and Support everybody around the world | Scoop.it
Research shows that using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks.

Via Oskar Almazan
Oskar Almazan's curator insight, April 9, 2021 10:10 PM
The important part of using games in the classroom is trying not to gamify everything and to start small, using games with rules that students understand, says Cameron-Jarvis. The mix of games also matters, adds Farber, who says teachers should aim for variety. If you do let kids play games in class, he says, “think about the emotions those games evoke besides strategy and procedure."