Gamification of the classroom
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Video Games Are The Perfect Way To Teach Math, Says Stanford Mathematician

Video Games Are The Perfect Way To Teach Math, Says Stanford Mathematician | Gamification of the classroom | Scoop.it
Wuzzit Trouble, from InnerTube games, is new in the app store this week. Innertube Games is a learning-games studio founded by four enthusiasts, including the world famous Dr. Keith Devlin: the NPR Math Guy and Stanford Mathmetician.
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Beyond Gamification | Instructional Design Fusions

Posts about Beyond Gamification written by diannerees
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"The seven concepts (somewhat modified to consider learning games) include:

Know who’s playing/learning (What’s fun/motivating for them? What do they need/want?)Build  fun, pleasure, and satisfaction into your core activity loopChange the user experience over time (a good game/learning experience takes the player on a journey)Build a system that’s easy to learn but hard to masterUse game mechanics to light the learners’ way towards mastery (i.e., make the path to success visible)As players progress, increase challenge and complexity: create the conditions for flowEmbrace intrinsic motivators like power, autonomy, and belonging (creating real value for players/learners)"
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Are You Ready to Gamify Your Classrooms?

Are You Ready to Gamify Your Classrooms? | Gamification of the classroom | Scoop.it
Games can put context into why people do something, in the same way it can engage learners. Maybe you are interested to use the power of play to ignite the learning passion in classrooms. You defin...
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Gamifying My Class

Gamifying My Class | Gamification of the classroom | Scoop.it
How I've Created My "Game" Sites & Prepare My Classes For Their "inStructural" Transformation = Altering the Structure of Instruction
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How to Gamify

How to Gamify | Gamification of the classroom | Scoop.it
Flow is potentially the most important concept in all of gamification. Flow is the state of mind commonly referred to as being "in the zone", and it essentially describes the highest level...
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Minecraft in Education

Yep, educators around the world are discovering that Minecraft provides infinite possibilities across curricular areas. If you can imagine it, you can build it.
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James Paul Gee on Learning with Video Games

James Paul Gee on Learning with Video Games | Gamification of the classroom | Scoop.it
The gaming expert shares insights into why video games are such effective learning tools.
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GameMaker: Studio™ | YoYo Games

GameMaker: Studio™ | YoYo Games | Gamification of the classroom | Scoop.it
Fast, cross-platform games development: GameMaker:Studio is the perfect tool to develop casual and social games for iOS, Android, desktop and the web from a single source.
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How Gamification Works - 3D GameLab

How Gamification Works - 3D GameLab | Gamification of the classroom | Scoop.it
Learn while gaming. 3d game lab is education through online learning, gaming, teaching, training, teacher professional development.
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Gamifying Student Engagement

Gamifying Student Engagement | Gamification of the classroom | Scoop.it
In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to coo
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GSummit SF 2012: Richard Bartle - A Game Designer's View of Gamification

Check out this year's GSummit event at http://gsummit.com A Game Designer's View of Gamification by Richard Bartle, Visiting Professor at the University of E...
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Player Type Theory: Uses and Abuses | Richard BARTLE

Online games now sit firmly on the casual player's daily to-do list, thanks to the liberating effects of social media. With the leading developers forging ah...
Brielle Erazo's insight:

Bartle discusses the limitations of applying his player type theory outside of gaming.

 

Don't ask which model is the best in general, but rather which model is the best for a specific job.  Is this theory the best to address your need?

 

Don't make points or badges the only reward for explorers or socializers because achievers want points and badges.  Instead create more opportunities for exploration and socialization.   

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Can Playing Video Games Give Girls an Edge In Math?

Can Playing Video Games Give Girls an Edge In Math? | Gamification of the classroom | Scoop.it
Playing 3D action video games can build spatial skills, but so far, boys are more likely to play these games. Correlation between spatial skills at 13 and STEM careers later.
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Education-Gamification Resources

Education-Gamification Resources | Gamification of the classroom | Scoop.it
WEBSITES, VIDEOS & PRESENTATIONS: Penny Arcade Presents: Gamifying Education Seth Priebatsch: The game layer on top of the world (TED Talk) Jane McGonigal: Gaming can make a better world (TED T...
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Mapping gamification

Mapping gamification | Gamification of the classroom | Scoop.it
Every great game has a storyline. Start by planning what message the story needs to convey by looking at the class curriculum. Once the basic outline is stablished do some research about the topic.
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Mapping gamification

Every great game has a storyline. Start by planning what message the story needs to convey by looking at the class curriculum. Once the basic outline is stablished do some research about the topic.
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James Gee: What Do Video Games Have to Do with Project-Based Learning?

James Gee: What Do Video Games Have to Do with Project-Based Learning? | Gamification of the classroom | Scoop.it
David Ross and John Larmer are both with the Buck Institute for Education. Mr. Larmer is the Director of Product Development, and Mr. Ross is the Institute's Director of Teacher Profes
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Are Kids Who Make Their Own Video Games Better Prepared For The Digital Future?

Are Kids Who Make Their Own Video Games Better Prepared For The Digital Future? | Gamification of the classroom | Scoop.it
"Stemville" a game created by STEM challenge winner, Nicolas Badila (Middle School). It is easier than you might think for kids to make their own video games. Gamestar Mechanic is a great web based place for younger children to start.
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Meaningful Play: Getting Gamification Right

Google Tech Talk January 24, 2011 Presented by Sebastian Deterding ABSTRACT Foursquare, GetGlue, Nike+, Badgeville: From reading news to fulfilling your hear...
Brielle Erazo's insight:

3 ingredients that are often missing in gamification:

1) Meaning (Points may lose meaning after a while to some people.  Content and/or rewards should be relate to your personal goals or to a community of interest.)

2) Mastery ("The fun in learning is the fun of mastering something . . . the good sense of achievement you get when you finally master that."  Challenges should be interesting and scaffolded.  There should be positive feedback.)  

3) Autonomy (Difference between work and play is whether or not the activity is voluntary.  Being heavy handed with extrinsic rewards could make an activity feel too controlled instead of autonomous.  Try a shared goal, individual pursuit approach where a learner gets to choose how to learn the required content.  Try informational feedback instead more points.  Try unexpected rewards.)

 

Other recommendations:  play more board games, know your audience, prototype-playtest-iterate, collect & analyze data

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Social Engagement: who's playing? how do they like to engage?

Social Engagement: who's playing? how do they like to engage? | Gamification of the classroom | Scoop.it
Many people are familiar with Bartle's Player Types: Achiever, Explorer, Socializer, and Killer. These canonical descriptions evolved out of social patterns that Bartle observed in early MUDS (mult...
Brielle Erazo's insight:

4 motivational patterns:  competition, collaboration, exploration, expression

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