Information and digital literacy in education via the digital path
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Information and digital literacy in education via the digital path
Literacy in a digital education world and peripheral issues.
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Build an Open and Shut Serious Game Strategy

Build an Open and Shut Serious Game Strategy | Information and digital literacy in education via the digital path | Scoop.it
Steps to Create a Serious Game Strategy To create a serious games strategy you need to follow these steps. But make sure to be flexible with them.

Via EDTECH@UTRGV
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E-Learning Gamification Made Simple - E-Learning Uncovered

E-Learning Gamification Made Simple - E-Learning Uncovered | Information and digital literacy in education via the digital path | Scoop.it
In this post, Tim Slade shares three ways to make e-learning gamification simple.
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Gamified Information Literacy

Gamified Information Literacy | Information and digital literacy in education via the digital path | Scoop.it
As part of the assessment for Digital, Media and Information Literacy, I've created a podcast which discusses Elmborg's Critical Information Literacy: Implication of Instructional Design (2006) and...
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The Science And The Benefits of Gamification In eLearning - eLearning Industry

The Science And The Benefits of Gamification In eLearning - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Gamification In eLearning: How Science Supports Gamification In eLearning and What are The Top 5 Benefits of Gamification In eLearning?
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Can Games Save Higher Education?

Can Games Save Higher Education? | Information and digital literacy in education via the digital path | Scoop.it

 

In Minds on Fire: How Role Immersion Games Transform Colleges, Mark C. Carnes makes the case that they might. Students at Pace University have become so engrossed in a game called Henry VIII and the Reformation Parliament that class spills into the dorms: “students endlessly debated, gossiped, and strategized Tudor religion and politics.” At Dordt College, students playing Rousseau, Burke, and Revolution in France 1791, ask to begin class half an hour early so that they can complete the game. Every student attends the four early morning sessions.

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Gamification: putting the fun into learning | AfricaEducation [Blogs]

Gamification: putting the fun into learning  | AfricaEducation [Blogs] | Information and digital literacy in education via the digital path | Scoop.it

Gamification may sound to some like educational games, because it uses gaming techniques to help to teach students new concepts. If one can connect with people effectively through games, can this make learning easier?

Anita Vance's curator insight, June 23, 2014 9:17 AM

The understanding of gaming techniques as applied to learning can open the doors and minds of our learners - worth a try...

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3 Edtech Tools You Can Use To Gamify Your Classroom - Edudemic

3 Edtech Tools You Can Use To Gamify Your Classroom - Edudemic | Information and digital literacy in education via the digital path | Scoop.it
Gamification is one of the buzzwords in education right now, and for a good reason: Gamification is empowering, exciting, and under the right circumstances can be the disruptive innovator many teachers desperately need in order to change the dynamics between knowledge and the learner. There is an explosion of EdTech tools destined to gamify the …
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Eight Game Elements to Make Learning More Intriguing

Eight Game Elements to Make Learning More Intriguing | Information and digital literacy in education via the digital path | Scoop.it
In the third installment of the blog series on gamifying your learning, Karl Kapp outlines eight game elements to make learning more intriguing.

 

This is the third in a three-part series on Gamifiying Your Instruction. (Catch up with Part One and Part Two.)The series is written by Karl Kapp, professor of instructional technology and internationally known author of two books on gamification both co-authored by ASTD.

For many people, the term “gamification” conjures images of leaderboards, earning points and obtaining badges for learning specific content. While all of those elements are part of gamification, I think the real, long-term benefits will occur when instructional designers mine other, richer game elements and apply those to learning—elements that draw learners to play games and continue playing games in the first place.

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The Future Of Games In Education - Edudemic

The Future Of Games In Education - Edudemic | Information and digital literacy in education via the digital path | Scoop.it
Gamification is a trend that doesn’t seem to be going away any time soon. Incorporating game play elements into your classroom can help to create a dynamic, interactive environment that will help get and keep your students engaged in the material and excited to learn. It sounds great, right? But every trend will see a …
Marge Asik's curator insight, May 14, 2014 3:27 PM

Mängude tähtsus hariduses, klassiruumis suureneb.

70% õpetajatest arvab, et mängud aitavad hoida motivatsiooni ja kaasata rohkem õpilasi õppetegevusse.

62% õpetajate arvates on mängude abil lihtsam ja efektiivsem jõuda nende õpilasteni, kes ei ole õpihimulised.

60% õpetajate arvates aitavad digitaalsed mängud läheneda õpilastele individuaalselt ning saada tagasisidet nende edasijõudmisest.

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Games used in teaching information literacy skills | Edwards & Hill

Games used in teaching information literacy skills | Edwards & Hill | Information and digital literacy in education via the digital path | Scoop.it

The attached files are games and activities developed by Adam Edwards and Vanessa Hill to support teaching information literacy skills at Middlesex University. Some of the games will need laminating and cutting up for use in multiple sets. You can use these for your own teaching. We just ask that you tell us if you make new versions as we like to build on new ideas.

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A Primer On Using Games To Teach

A Primer On Using Games To Teach | Information and digital literacy in education via the digital path | Scoop.it
A Primer On Using Games To Teach

 

by Rosa Fattahi, WizIQ

A key element to ensuring any successful pedagogy is student engagement.

However, keeping students motivated and actively involved can be difficult. Besides the basic challenges of maintaining students’ interest and participation in class, today’s teachers also have to deal with growing numbers of students and the increased distraction from smart phones and other personal devices.

One good way to keep students engaged in the learning process is by varying class exercises to include a combination of lectures, individual assignments, group work, computer activities, videos, and other pedagogical tools like games. Games are interactive, fun, and appealing to most students, and they also offer a number of specific benefits to the learning process.

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Teach Like Minecraft: 5 Strategies To Craft Creative Students

Teach Like Minecraft: 5 Strategies To Craft Creative Students | Information and digital literacy in education via the digital path | Scoop.it
Teach Like Minecraft: 5 Strategies To Craft Creative Students
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Increasing Engagement of Today’s Learner Through Technology

This presentation focuses on the role of specific approaches, namely gamification and various types of simulation, to motivate and energize learners in a more interactive way that is aligned to how learning takes place in everyday life today.

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Low-Cost Gamification For Adult Learners - eLearning Industry

Low-Cost Gamification For Adult Learners - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Wondering how to gamify your eLearning courses for adult leanrers at low cost? Check 7 tips on low-cost Gamification for adult learners. 
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30 Facts About Gamification in eLearning - eLearning Industry

30 Facts About Gamification in eLearning - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
How Can Gamification Improve eLearning? What is the Future of Gamification in eLearning Industry? Check 30 Facts about Gamification in eLearning Infographic!
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How to Turn Computer Games into Lesson Plans | Edudemic

How to Turn Computer Games into Lesson Plans | Edudemic | Information and digital literacy in education via the digital path | Scoop.it

Doubtless most of you are already familiar with the concept, but for the sake of being thorough let me touch on it quickly. Edutainment is the process of educating through the use of popular forms of entertainment. Arguably parables and fairy tales with their moral of the story format are a form of edutainment that has existed for thousands of years. Probably the first example of using modern media methods for edutainment would be the WWII army training films featuring Private Snafu.

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8 Great Ways to use Technology in the Classroom to Create Lessons That Aren’t Boring

8 Great Ways to use Technology in the Classroom to Create Lessons That Aren’t Boring | Information and digital literacy in education via the digital path | Scoop.it
Dozens of free web tools and ideas that can pack a technology integration punch and kick those lessons up a notch Are you tired of delivering the same old
rodrick rajive lal's curator insight, October 7, 2014 12:22 AM

Teachers definitely need to be innovative enough in order to make their class room sessions more interesting, although a note of caution is that this needs to be done taking into consideration the amount of the syllabus that needs to be covered, time limits, and yes, remember, 'familiarity breeds contempt!' Most twenty-first century skills ready schools will have WiFi access and overhead projectors in their classrooms. This technology in itself is useful in making lessons more interesting. In many cases, students can themselves be called to the docking station and surf the net for specific information. One catch though is that the facilitator needs to have a strong control over how technology is used, and he or she should have a good enough idea about which sites to viisit, whether it is Ted Talks, or Khan Academy, or any other such site. In many cases it has been noticed that the use of technology has made students lazy, as for example, they refer to ready made notes available on the net, like Spark Notes, for the teaching of literature without even thinking of understanding the question and what they are reading on the net. Some students would even copy paste material from the net ditto. That is when they need to be told about the harms of Plagiarism. Simulation is another wonderful tool that can help make learning more interesting. Take for example role play or drammatisation of plays in the syllabus. Role play or drammatisation can be supported by a screening of an except from a particular play and then students can be asked to model their performance on the basis of what they have been shown in class.

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A Guide to games and Learning | MindShift

A Guide to games and Learning | MindShift | Information and digital literacy in education via the digital path | Scoop.it

How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education.

The MindShift Guide to Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. The guide make sense of the available research and provide suggestions for practical use. The post series will evolve into a downloadable guide, and can be used as a touchstone for thoughtful consideration of best practices for teachers and parents.

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The gamification of education: Why playing is the future of learning

The gamification of education: Why playing is the future of learning | Information and digital literacy in education via the digital path | Scoop.it
Gamification—the application of game design principles to non-gaming contexts—has gained a foothold in a wide variety of industries and disciplines, including one that may seem to be a very strange bedfellow indeed: the wide august field of learning.
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The Benefits of Games on Learning and literacy ~ Educational Technology and Mobile Learning

The Benefits of Games on Learning and literacy ~ Educational Technology and Mobile Learning | Information and digital literacy in education via the digital path | Scoop.it
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Top 10 Competencies of a Gamified Learning Designer - Learnnovators - Bringing INNOVATION to E-LEARNING

Top 10 Competencies of a Gamified Learning Designer - Learnnovators - Bringing INNOVATION to E-LEARNING | Information and digital literacy in education via the digital path | Scoop.it
Gamified learning is one of the major revolutions happening around us that demands a shift in the mere thinking of ‘learning’. It requires us to unlearn and relearn some of the traditional notions related to learning styles and preferences, and the dimensions and the elements of learning design. In this article, we will take a quick look at the top 10 essential competencies required for a learning designer to design effective gamified learning interventions.
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Game-Based Learning.

Game-Based Learning. | Information and digital literacy in education via the digital path | Scoop.it
Looking for ways to gamify your classroom? We've compiled some of the best game-based learning resources and strategies on the Web.
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5 Tips For Making Your Class As Addictive As A Game - Edudemic

5 Tips For Making Your Class As Addictive As A Game - Edudemic | Information and digital literacy in education via the digital path | Scoop.it
Game designers have mastered certain tricks that make games so addictive that people can’t stop playing them. Here are the top five secrets that game designers know, and some tips on how you can use these same game dynamics to make learning in your classroom as addictive as gaming.
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10 Specific Ideas To Gamify Your Classroom

10 Specific Ideas To Gamify Your Classroom | Information and digital literacy in education via the digital path | Scoop.it

10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain a sense of confidence toward their work, and find motivation to expand their learning.

However, this can be difficult for some students, who may struggle in traditional, lecture-based class styles. For some students, finding the motivation to complete homework or prepare for class can be a constant struggle, especially when every effort is met with a poor grade or frustration from teachers and parents. Therefore, teachers must become more and more creative when motivating students to learn.

Bmw's curator insight, January 12, 2014 12:28 AM

looking at using Zondle next semester

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Beyond Minecraft: Games That Inspire Building and Exploration

Beyond Minecraft: Games That Inspire Building and Exploration | Information and digital literacy in education via the digital path | Scoop.it
The success and popularity of Minecraft in and out of classrooms is no surprise

 

The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area..

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