Gamification in K-12 Education
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Rescooped by Kelly Anne Costello from Digital Delights - Avatars, Virtual Worlds, Gamification
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Why Games Will Be More Successful in Education than Radio, TV, or MOOCs (#GBL)

Why Games Will Be More Successful in Education than Radio, TV, or MOOCs (#GBL) | Gamification in K-12 Education | Scoop.it
by Justin Marquis Ph.D., OnlineUniversities.com Radio, TV, computers, video games, the Internet, and MOOCs. As major technological innovations have occurred throughout our history they have been re...

Via Ana Cristina Pratas
Kelly Anne Costello's insight:

An interesting assertion of this article is that gaming offers a better opportunity to assess education than do standard tests.

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Rescooped by Kelly Anne Costello from Digital Delights - Avatars, Virtual Worlds, Gamification
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Games in Education: Getting Girls in the Game - Gamification Co

Games in Education: Getting Girls in the Game - Gamification Co | Gamification in K-12 Education | Scoop.it
Researchers are investigating how to create games in education that motivate girls and encourage all students in learning.

Via Ana Cristina Pratas
Kelly Anne Costello's insight:

This article raises the issue of gender preference in game design. Fascinating stuff. This topic could be highly relevant to creating more interest in STEM courses among female students. I had never considered gender when designing, but it's worth investigating.

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Trinitas Library's comment, January 24, 2013 9:13 AM
With such a high percentage of residents in Second Life being women, perhaps its not that girls aren't interested in gaming but moreso the platform. Games have little wiggle room to inspire but virtual worlds offer the ability to create and use imagination. Maybe thats the missing key. Allowing girls to learn while letting their minds and imagination loose might break the gender gap in gaming.
Crista K. Banks's curator insight, September 28, 2015 11:55 PM

This article included information I already knew about girls and gaming such as: girls make up 47% of gamers and that girls like problem solving games in a real world context. However, I did not realize that when girls play games that problem solve, like Martha's Marvelous Machines, their interest in STEM related topics increased. This is important information because knowing this should give teachers the incentive to incorporate this kind of gaming technology into the classroom, yet we do not see this happening. We are still seeing girls at age 7 lose interest in math and science. Engineering jobs are growing faster than any other job market in the US and women engineers will gross 33% more income than women in other careers, yet only 13% of women are engineers. Though this article does a great job informing the reader, it does nothing to help offer solutions for change.

Rescooped by Kelly Anne Costello from ESL interactive games and gamification
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The Gamification of Education Infographic

The Gamification of Education Infographic | Gamification in K-12 Education | Scoop.it
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.

Via MrsM
Kelly Anne Costello's insight:

Terrific infographic that lays out the many uses and benefits of gaming in the classroom. Informative and visually pleasing, too!

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Rescooped by Kelly Anne Costello from Educational Technology News
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Research Findings Support the Incorporation of Games and Gaming Techniques in Education

Research Findings Support the Incorporation of Games and Gaming Techniques in Education | Gamification in K-12 Education | Scoop.it

"Late last year I read an interesting article about, "The Virtues of Daydreaming And 30 Other Surprising (And Controversial) Research Findings About How Students Learn". It contained many interesting references to studies and research that indicated positive results from the use of gaming in an educational setting. Following are a few of those findings."


Via EDTECH@UTRGV
Kelly Anne Costello's insight:

This article suggests many positive benefits of gaming, including increased attention span and better receptiveness to learning mathmatics.

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Charli Wiggill's curator insight, August 2, 2013 7:24 AM
This is where educational engagement is going - Yay!!
Eric Rodriguez's curator insight, September 26, 2015 9:02 PM

Increased math scores, cognitive skills, and social growth. Who would have known this would be attributed to gaming in education. Microsoft and Sony are currently beta testing various pilot programs across the nation using gamification in K-12 settings. We are on to something I must say.

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Get the Technology Outlook for STEM+ Education 2013-2018 | The New Media Consortium

Get the Technology Outlook for STEM+ Education 2013-2018 | The New Media Consortium | Gamification in K-12 Education | Scoop.it
Kelly Anne Costello's insight:

Nice video to this intriguing report that outlines the emerging technology that will be at our STEM doorstep in the next one, two or four to five years. Exciting topics such as 3-D printing, immersive learning environments and mobile learning are addressed. Gamification is mentioned at the two year mark. Buckle your seatbelt!

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K-12 continues to Dominate the US E-learning Market: Ken Research - WhaTech

K-12 continues to Dominate the US E-learning Market: Ken Research - WhaTech | Gamification in K-12 Education | Scoop.it
K-12 continues to Dominate the US E-learning Market: Ken Research
WhaTech
... corporate; K-12 continues to dominate the e-learning market in the education sector of the country.
Kelly Anne Costello's insight:

Was shocked to learn that according to this article, "Amongst the three segments of K-12, Higher Education and corporate; K-12 continues to dominate the e-learning market in the education sector of the country." They also cite a statistic that more than six million students paricipated in online learning in 2011. The adoption of e-learning into K-12 curriculum is moving a fast pace!

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