Gamification
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Gamification, Game-based Learning, Serious Games: Any Difference? by Kapil Bhasin : Learning Solutions Magazine

Gamification, Game-based Learning, Serious Games: Any Difference? by Kapil  Bhasin : Learning Solutions Magazine | Gamification | Scoop.it

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Rescooped by Jim Harris from Teaching & Learning for the 21st century
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An Index of Educational Technology Journals

An Index of Educational Technology Journals | Gamification | Scoop.it

Program handouts for the Educational Technology Journals workshop shared by the Faculty Development and Instructional Design Center at Northern Illinois University (List of Educational Technology Journals.


Via Dr. Susan Bainbridge, Sanisha Hurrisunker
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Positive effects of video game play - Play Reality - How Video Games are Changing Everything by Jayne Gackenbach and Teace Snyder

Positive effects of video game play - Play Reality - How Video Games are Changing Everything by Jayne Gackenbach and Teace Snyder | Gamification | Scoop.it
Positive Effects of Video Game Play | Play Reality - How Video Games Are Changing Everything - Jayne Gackenbach & Teace Snyder
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Rick Blunt (rblunt81) on Twitter

Rick Blunt (rblunt81) on Twitter | Gamification | Scoop.it
The latest from Rick Blunt (@rblunt81). Learning Technology Evangelist who Insanely Wants to Change How We Learn. Strategist. Author. Consultant. Gamer. Serious Games Designer. Gamification Designer.
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Game Based Learning Efficacy and ROI (INFOGRAPHIC) - eLearningFeeds.com

Game Based Learning Efficacy and ROI (INFOGRAPHIC) - eLearningFeeds.com | Gamification | Scoop.it
Our team has always embraced game based learning and gamification– even before exciting events like the launch of our brand new Knowledge Guru Game Cr...
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Annika Waern - NYU Game Center

Annika Waern - NYU Game Center | Gamification | Scoop.it
Annika has a long-standing career as a computer science researcher, focusing first on intelligent interfaces and most recently on pervasive games, and has published about 50 articles in conferences, journals, and books.
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Very Very Cool. Free Anthology Celebrates LARPing | GeekDad | Wired.com

Very Very Cool. Free Anthology Celebrates LARPing | GeekDad | Wired.com | Gamification | Scoop.it

Fans of LARP (live-action role-playing) and other forms of interactive storytelling will want to know about the newly-published Wyrd Con Companion Book 2012, a free online anthology about interactive storytelling being featured March 1–3 at Intercon, outside of Boston, one of the nation’s largest conventions devoted to LARP.

 

The Wyrd Con Companion Book (WCCB) is connected to the Orange County, Calif., LARP conventionWyrd Con, so you might say the two conventions join forces at Intercon when WCCB editors and contributors will speak at the “pre-convention” Thursday, Feb. 28 to present an overview of their anthology.

 

“There’s something in the Wyrd Con Companion Book for everyone,” wrote co-editor Aaron Vanek, in an email, “from live action role players intrigued by LARP history to educators wondering about the power of role-playing in the classroom. There are tips to good role-playing for players as well as studies on the psychology and motivations behind role-playing.”

 

For those unclear on the terminology here, “interactive storytelling” is catch-all term for games where the audience and actors are both part of the performance. Wyrd Con’s mission is to entertain and educate about interactive storytelling in all forms — LARPs, transmedia, alternate reality games (ARGs), pervasive games, interactive theater, and everything in between...."


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From Gamification to Shamification | Amped | Big Think

From Gamification to Shamification | Amped | Big Think | Gamification | Scoop.it
Gamification, using game mechanics to improve learning, engagement and behavior change, has been a trend for a long time now. Make it a game! Everything from fitness to work to school has been wrapped in a game layer ...
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Motivation: Gamification Drives Psychology - FORA.tv

Gamification has proven to be a powerful tool in driving change across nearly all environments-business, personal goals, even education. What is it about Gamifi.
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How to Use Gamification Engagement as a Strategy - FORA.tv

Gamification began as a tactical way to raise engagement in marketing and human resources. Now, leading companies are beginning to see it as a strategy that can.
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Is Gamification Just a Fad? - Mashable

Is Gamification Just a Fad? - Mashable | Gamification | Scoop.it
Is Gamification Just a Fad?
Mashable
A term called gamification has taken UX by storm over the past few years, a trend likely spurred by Foursquare's success with badges.
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Gamification in the Classroom: The Journey Continues

If you went up to the average student and asked them if they wished school was more like a video game you would almost certainly get a passionate "YES!" I'm sure if you asked most adults they'd also put their vote in favor of ...
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Gamification by Design

Gamification by Design | Gamification | Scoop.it
What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers.
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CHI 2011 Workshop

Overview | Call for Papers | Schedule | Papers | Participants | Organizers Organizers Sebastian Deterding Sebastian Deterding is a researcher at the Transfer Centre Games and Virtual Worlds at the ...
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Gamification and Workplace Behavior Modification Podcast - Accenture

Gamification and Workplace Behavior Modification Podcast - Accenture | Gamification | Scoop.it
In this High Performance Business Podcast, we’ll discuss how games within the corporate environment can drive sustainable workplace behavior modification.
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Jayne Gackenbach - Wikipedia, the free encyclopedia

Jayne Gackenbach is a writer and dream researcher whose focus is lucid dreaming and other altered states of consciousness. She was trained as an experimental psychologist (Ph.D Virginia Commonwealth University, 1978) and went on to research at the University of Northern Iowa for 11 years before immigrating to Canada. She is a former president of the International Association for the Study of Dreams

She currently teaches full-time at MacEwan University and part-time at Athabasca University in Edmonton, Alberta, Canada. She is also an adjunct faculty with Saybrook Graduate School and Research Center. She is the author of several books on dreaming and the Internet. Her most recent research interest is in video game players and the development of consciousness.

two books due out in 2006:

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Getting the Facts on Game Based Learning (INFOGRAPHIC)

Getting the Facts on Game Based Learning (INFOGRAPHIC) | Gamification | Scoop.it
Don't forget, we'll be at ASTD ICE, May 20 – 22 in Dallas, Texas unveiling the brand new Knowledge Guru Game Creation Wizard—this learning game engine allows YOU to build your own game, and it
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How to Use Games to Increase e-Learning Interactivity - eLearningFeeds.com

How to Use Games to Increase e-Learning Interactivity - eLearningFeeds.com | Gamification | Scoop.it
Gamification is the process of using game mechanics and game thinking in a non-game context, like e-Learning courses. Gamification is a great way to m...
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Pervasive Games | Design Games 2012

Pervasive Games | Design Games 2012 | Gamification | Scoop.it
Absolutely beautiful video on pervasive games featuring Hide & Seek from the UK. Share this: Twitter · Facebook. Like this: Like. Be the first to like this. Posted on December 2, 2012 at 4:10 am in Uncategorized | RSS feed | Respond ...
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Toward a Video Game Theory (Part I): Gaming Worlds and the ...

Toward a Video Game Theory (Part I): Gaming Worlds and the ... | Gamification | Scoop.it
“There is no Magic Circle.” Games and Culture. 4 (2009), 408-417. Montola, Markus. “Chapter One: Games and Pervasive Games.” Pervasive Games: Theory and Design. New York: Morgan Kaufmann Publishers, 2009.
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Introducing the Digital Learning Quadrants

Introducing the Digital Learning Quadrants | Gamification | Scoop.it

Let us agree, therefore, that regardless of age or situation, the learning process is one in which any learner can utilize formal, informal and social means to actually learn. It has nothing to do with generational divides.

If we were to re-categorize the foolish Prensky and Tapscott terms of Net Generation, Digital Natives and Digital Immigrants into a classification that encompasses all ages and takes into account the realities of access and participation levels, we might use the following:


Via Ana Cristina Pratas
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elbert chu's curator insight, March 25, 2013 1:41 PM

Insightful 2x2 that nicely melds level of access x participation. Raises the question about which services meet the needs of each quadrant. 

Luca Brigada's comment, March 27, 2013 4:31 AM
A very interesting classification
Jesse Soininen's comment, March 27, 2013 4:36 AM
I allways felt that the term of digital natives was rather about the older generation not understanding what is happening and being intelligently lazy about learning the new vs. kids beign smart out of the keyboard.

Deep understanding of context is never easy thing to grasp. Fluent use of tools does not produce wisdom alone.
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Teaching Gamification: MOOCs & Evolution of Edu - FORA.tv

Gamification is a hot growth industry, with billions of dollars in revenue and thousands of new jobs set to be created in the next decade. To accomplish this, o.
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Jane Austen, Game Theorist? - Forbes

Jane Austen, Game Theorist? Forbes The origin of game theory is generally seen as 1944, with the publication of John von Neumann's “Theory of Games and Economic Behavior,” which imagined human interactions as a series of self-interested moves and...
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Best Gamification Books - Where to start and Why | Gamification by ...

After the post about the 7 types of gamification players (that you can check out here: http://www.epicwinblog.net/2013/05/gamification-player-types-meet-players.html) and some insights about why use gamification and when ...
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