Emergent Tech & Trends in Education
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Emergent Tech & Trends in Education
Game-Based Learning, No Homework, Mobile Communication, Virtual Worlds, Online Assessments and so much more!
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Video: "Game On, World" : Nike's Gamification

Sport is the ultimate game, and athletes are the ultimate players. Nike introduces a whole new training platform. Measure your score against yourself, against your friend, against the world. The more you play, the better you get. The world is your playground.

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Teaching with Games: GLPC Case Study: Lisa

"Lisa Parisi, the subject of this video case study, makes excellent use of freely available games from BrainPOP and Manga High to engage her 4th grade students in challenging math and science content, as well as promote self-directed and project-based learning in her New Hyde Park, NY classroom."


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Teaching with Games: GLPC Case Study

Another amazing video case study about games being used in the classroom.

 

"This video case study shows how Ginger Stevens, a 6th grade special-education teacher at Quest2Learn in New York City, utilizes the intentionally game-like environment of her school to maximize learning for students with special needs."


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Gaming Gains Respect

Gaming Gains Respect | Emergent Tech & Trends in Education | Scoop.it
The idea of learning through games isn’t necessarily new. In fact, over the past decade, researchers such as James Gee and David Williamson Shaffer of the University of Wisconsin have been espousing the use of games to help both children and adults learn. But it’s only been recently that games have begun to make serious inroads into classrooms.
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Zspace: The Future of 3D Learning

Zspace: The Future of 3D Learning | Emergent Tech & Trends in Education | Scoop.it
Zspace is an impressive immersive environment with obvious learning benefits. These workstations will be pricy for a while, so Zspace is not an education 1:1 solution just yet.
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The Gamer Disposition: Harvard Business Review

The Gamer Disposition: Harvard Business Review | Emergent Tech & Trends in Education | Scoop.it

Today's multiplayer online games are large, complex, constantly evolving social systems. Their perpetual newness is what makes them enticing to players. Each generation of games begets a new generation of participants who develop what we call the gamer disposition... The gamer disposition has five key attributes (details in article).

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Introducing a Game-Based Curriculum in Higher Ed

Introducing a Game-Based Curriculum in Higher Ed | Emergent Tech & Trends in Education | Scoop.it

Continuing from last week's post about “The Gamification of Education”, this week we bring you a guest post from Justin Marquis, who examines the why's and how’s of incorporating game based learning elements into the higher education curriculum.

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Ten reasons why game based learning works in education | connectED

Ten reasons why game based learning works in education | connectED | Emergent Tech & Trends in Education | Scoop.it

Reasons inlcude familiarity, engagement, blended learning, cost effectiveness, content, questing, flexibility, pacing, workplace skills, relevancy. Great article!

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Ten Surprising Truths about Video Games and Learning

Ten Surprising Truths about Video Games and Learning | Emergent Tech & Trends in Education | Scoop.it

There’s been a revolution in the learning sciences and the new theories say that human beings learn from experiences – that our brains can store every experience we’ve had, and that’s what informs our learning process. Following that logic, he says, the best kind of learning comes as a result of well-designed experiences.

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Augmented Reality: Coming Soon to a School Near You?

Augmented Reality: Coming Soon to a School Near You? | Emergent Tech & Trends in Education | Scoop.it

Details about an open-source mobile learning platform educators can download onto an iPhone, iPad or iPod Touch to create place-based and narrative gaming activities that can be incorporated into classroom curriculum.

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10 Fun Tools To Easily Make Your Own Infographics | Edudemic

10 Fun Tools To Easily Make Your Own Infographics | Edudemic | Emergent Tech & Trends in Education | Scoop.it

iFree nfographic-making web 2.0 tools. They both have pros and cons but in general are great for any beginner or novice designer.

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Teaching with Games: GLPC Case Study: Joel

A fantastic video case study - defintiely worth a watch!

 

"The first video case study profiles Joel Levin, a school technology integrator who works with second graders at Columbia Grammar and Preparatory School in New York City. Through his use of MinecraftEDU, a version of the popular commercial game Minecraft modified for educational purposes, Joel leads his 2nd grade class through structured game-based scenarios that emphasize self-directed learning, collaboration, and positive social interactions."


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Digital Literacies and Web Literacies: What's the Difference? | DMLcentral

Digital Literacies and Web Literacies: What's the Difference? | DMLcentral | Emergent Tech & Trends in Education | Scoop.it

Perhaps the biggest consideration when dealing with so-called ‘New’ Literacies is distinguishing them from one another. As I've discussed many times before, without some clear thinking on this issue both theorists and practitioners alike tend to talk past one another using imprecise terminology. What I want to consider in this post is the relationship between Digital literacies and Web literacies.

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Facebook and YouTube Offer Guidelines to Help Schools and Parents

Facebook and YouTube Offer Guidelines to Help Schools and Parents | Emergent Tech & Trends in Education | Scoop.it

Online social giants YouTube and Facebook have taken big steps to attempt to provide guidance on digital citizenship for kids online. Google (which owns YouTube) just launched its ten-step online program for smart and safe YouTube use, with a series of instructional videos that hit on topics from cyberbullying to privacy. And Facebook has teamed up with Edutopia to help schools create social media guidelines.

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Non-gamers, here’s why you should care about games

Non-gamers, here’s why you should care about games | Emergent Tech & Trends in Education | Scoop.it

As an early investor in social gaming, I’m often speaking on panels to audiences of gamers, investors, and game company execs. At one such event the opening question was why gaming is relevant to people who are not gamers. The panelists gave some interesting reasons for why non-gamers should care about the game market:...

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Classroom Game Design - Paul Andersen - TEDxBozeman

Paul Andersen has been teaching science in Montana for the last eighteen years. He explains how he is using elements of game design to improve learning in his AP Biology classroom.

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Samurai Yetis and Ninja Werewolves: How One Teacher Turned Sixth Grade Into an MMO

Samurai Yetis and Ninja Werewolves: How One Teacher Turned Sixth Grade Into an MMO | Emergent Tech & Trends in Education | Scoop.it

Ben Bertoli is a longtime Kotaku reader and commenter, a lifetime, dedicated video gamer, and a sixth-grade teacher in Indiana. He reached out to Kotaku this past week to share the story of how he turned his class into a role-playing game. The enthusiasm and motivation of the children in Bertoli's class evoke the success stories seen in gamified experiences such as Fitocracy. Here, Bertoli explains his creation, ClassRealm, how it works and what motivated him to develop it.


Via JackieGerstein Ed.D., Catherine Flippen
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When Gaming Is Good for You

When Gaming Is Good for You | Emergent Tech & Trends in Education | Scoop.it
A growing body of university research suggests that gaming improves creativity, decision-making and perception.
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Building Social skills and Literacy through Gaming | Online Universities

Building Social skills and Literacy through Gaming | Online Universities | Emergent Tech & Trends in Education | Scoop.it

The immediate thought prompted by this talk of "vivid simulation of reality," and being able to "give readers an experience unavailable off the page," was that video games do this too. In fact, they could provide a more richly interactive experience than reading because they have the capability to adapt for individual users and to provide branching scenarios based on different inputs. So the question is, can video games accomplish the same objectives that the authors are attributing to reading fiction?


Via JackieGerstein Ed.D., Catherine Flippen
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Badges Will Be Big

Badges Will Be Big | Emergent Tech & Trends in Education | Scoop.it
We need a great Common Core-aligned merit badge system that motivates and recognizes achievement. It should be free and open. Badges should be awarded based on multiple forms of assessment. Badges should be linked to multiple forms of instruction.
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