Digital Delights - Avatars, Virtual Worlds, Gamification
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#Infographic - Augmented And Virtual Reality Application In E-Learning

#Infographic - Augmented And Virtual Reality Application In E-Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Infographic on AR vs VR: Awareness of VR (Virtual Reality) and AR (Augmented Reality) has reached right threshold level, driving innovative learning solutions.
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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, AI, Gamification
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Welcome to Gamification.org! - Gamification Wiki

Welcome to Gamification.org! - Gamification Wiki | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification.org is the leading resource and community for gamification information, research and examples in over 18 languages.
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Getting Started with Classroom Mode - Minecraft

Getting Started with Classroom Mode - Minecraft | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Classroom Mode is only available to users running the Minecraft: Education Edition general availability client. Read on for installation for Windows 10 or macOS, getting started, features, and provides a short video from one of our Mentors demonstrating features.
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32 Ways AI is Improving Education

32 Ways AI is Improving Education | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Artificial Intelligence (AI) has been quietly infiltrating society in every way. Tom shares how AI is being used to improve education.
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What Building Second Life Taught Me About #Online #Identity

What Building Second Life Taught Me About #Online #Identity | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
An early member of the Second Life team reminisces on how learning how people design their online avatars.
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#Infographic - Augmented And Virtual Reality Application In E-Learning

#Infographic - Augmented And Virtual Reality Application In E-Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Infographic on AR vs VR: Awareness of VR (Virtual Reality) and AR (Augmented Reality) has reached right threshold level, driving innovative learning solutions.
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elearning at eCampus ULg's curator insight, February 22, 3:06 AM
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What board games can teach educators 

What board games can teach educators  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
I live a 10-minute walk from the UK’s first board game café, Thirsty Meeples (a meeple is the name given to any person-shaped figure used as a player’s token in a board game). Until recently, my…
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Gamification is… what, exactly?

Gamification is… what, exactly? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification is grabbing all the L&D headlines. Perhaps that’s because it seems to encapsulate all things to do with games and their application to learning, training and engagement. However, gamification is not game-based learning. They are two very different things and it’s worth putting the record straight. I won’t go into a lengthy history lesson on where gamification as a term emerged from (headlines: advertising and marketing-focused loyalty and reward schemes, the rise of the quantified self, pioneering mobile apps like Foursquare), but the concept of gamification is as old as the hills – think avoiding the cracks in the pavement, or playing 'eye spy' to pass the time on a long journey. Gamification centres on motivating people to complete everyday or mundane tasks, helping them to sustain interest and keep up with activities or goals that they find difficult to complete or lack the motivation to keep on track. If you think of fitness, health and wellbeing apps, badges, stickers, rewards and virtual ‘whoops’ (not dissing this - growth mind-set theories demonstrate the impact of positive strokes), you’ll get the gamification picture. The best approach is where a game and the game mechanics have learning value of themselves, where learning is intrinsic to the gameplay. So, in L&D or training terms, gamification is a great way to reward, motivate and sustain interest in repeat tasks, daily procedures or long-term goals - from following a standard operating procedure to learning a language. It can be applied to anything that might need a boost or extra motivator for people to complete and/or compete. It surrounds a learning intervention (a programme, course, campaign), but – here’s the important bit - it’s not a learning intervention itself. That’s where game-based learning (GBL) comes in. Now don’t get me wrong, GBL is much harder to encapsulate in a few hundred words. It’s like explaining to someone who’s never watched television, what’s on television. Television is so much more than Game of Thrones, right? Click here to take the TJ survey and get three months free digital subscription to TJ plus the chance to win an Amazon Echo GBL is, put simply, the process of learning through play - playing a game to learn rather than to be entertained. The best approach is where a game and the game mechanics have learning value of themselves, where learning is intrinsic to the gameplay, rather than where learning is extrinsic or bolted on after – in my opinion, bad GBL practice. If we take a few genre or game format examples it might help to explain. If you think about role-playing (take on a persona and complete challenges), strategy (gather and utilise resources, testing out strategies to succeed) or simulation games (probe and re-probe simulated circumstances and conditions), you immediately see the similarity between the language of learning and of gaming. As one of the founding fathers of GBL Professor James Paul Gee (2005) says ‘Good game design is good learning design’. Finally a couple of pointers to the heart of game-based learning. First, you can’t compete with the latest console title or the pervasive game that everyone’s playing on Facebook. Don’t start there, don't go there. Second, it’s not ‘fun’ or learning made easy. Good game-based learning should be ‘pleasantly frustrating’ (James Paul Gee again) or as Seymour Papert from MIT called it ‘hard fun’. Good games and good learning games challenge you and put you on the edge of your capabilities. They get you thinking, re-evaluating and playing again. About the author David Squire is creative director of DESQ
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What is Virtual Reality? 

What is Virtual Reality?  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
In the first of four articles, Paul Driver discusses what virtual reality is, comparing 360-degree video and computer-generated spaces.
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Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds

Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
A blog about the use of educational technology in language learning and teaching
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#VR and #AR in #eLearning: Ready for Prime Time?

#VR and #AR in #eLearning: Ready for Prime Time? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Are we close to practical uses of AR and VR for learning, skill development, and performance? Here are some answers.
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TeacherGaming - Educational Games for Classrooms

TeacherGaming - Educational Games for Classrooms | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
TeacherGaming brings educational games to classrooms, catering to the K-12 age range and a wide array of topics from math to typing.
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How to Make a Robot Use Theory of Mind

How to Make a Robot Use Theory of Mind | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Scientific American is the essential guide to the most awe-inspiring advances in science and technology, explaining how they change our understanding of the world and shape our lives.
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Innovation: Creating and Learning in AR, VR

Innovation: Creating and Learning in AR, VR | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Every day brings a new opportunity to implement a new tool or method into the classroom, and what better way than to have students be able to immerse in a learning experience. Augmented and virtual reality are becoming more commonly used in K-12 classrooms and higher ed for this purpose.
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#AI and #language #teaching

#AI and #language #teaching | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
It’s hype time again. Spurred on, no doubt, by the current spate of books and articles  about AIED (artificial intelligence in education), the IATEFL Learning Technologies SIG is organising an online event on the topic in November of this year. Currently, the most visible online references to AI in language learning are related to Glossika…
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Will #Augmented #Reality Take Over Our Lives? (#Infographic)

Will #Augmented #Reality Take Over Our Lives? (#Infographic) | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
This is Where Augmented Reality Is Headed If you think augmented reality is something reserved for Pokemon Go and the like, you might be in for a surprise. Most consumers are exposed to AR every day!
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Paul Driver on the applications of #VR in #ELT

Paul Driver on the applications of #VR in #ELT | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Education technology specialist Paul Driver gave us insight into the applications of VR in the classroom and how it could be used in ELT.
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Game accessibility guidelines | A straightforward reference for inclusive game design

Game accessibility guidelines | A straightforward reference for inclusive game design | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Board Games and Card Games: Leading the Learning Game Field in 2018

Board Games and Card Games: Leading the Learning Game Field in 2018 | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Best content around microlearning Learning Technologies selected by the eLearning Learning community.
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What Is a Robot?

What Is a Robot? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Introducing "HardWIRED: Welcome to the Robotic Future," a new video series in which we explore the many fascinating machines that are transforming society.
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5 AI trends to watch in 2018

5 AI trends to watch in 2018 | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
From methods to tools to ethics, Ben Lorica looks at what's in store for artificial intelligence.
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Mirra - build, share, and explore immersive experiences

Mirra - build, share, and explore immersive experiences | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Mirra allows people to build, share, and explore immersive experiences. Anyone can simply create or visit a new experience by just diving in.

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3 Ways to Use Game-Based Learning

3 Ways to Use Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
There are several strategies for gamifying your classwork, and they’re not mutually exclusive—you can combine them.
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Why don’t teachers use Minecraft?

Why don’t teachers use Minecraft? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Last week saw another Tweet-storm from Minecraft creator Notch. A series of unapologetic statements, replies and foul language which website The Gamer called a "melt down". He was happy to attack fans and critics alike. Interestingly, a number of educators, often vocal about the game were quick to distance 'their game' (Minecraft Edu) from Minecraft…
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Decentraland - A blockchain-based virtual reality world.

Decentraland - A blockchain-based virtual reality world. | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
A blockchain-based virtual reality world.
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