Information Literacy
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30 Facts About Gamification in eLearning Infographic - e-Learning Infographics

30 Facts About Gamification in eLearning Infographic - e-Learning Infographics | Information Literacy | Scoop.it

Over 75% people are gamers (50% casually and 27% moderately to fairly often).

Learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But learners remember 90% “if they do the job themselves, even if only as a simulation.

Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.Over 60% of learners would be motivated by leader boards and increased competition between students.89% would be more engaged win an e-learning application if it had point system.


Via Kim Flintoff
Tanyam's insight:

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

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Tanyam's curator insight, December 8, 2014 8:25 PM

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

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10 Essential Imaging Tools For Successful Bloggers

10 Essential Imaging Tools For Successful Bloggers | Information Literacy | Scoop.it
Blog posts with images get 94% more views, and visuals increase both the time spent on posts and social shares… So why are so many bloggers resistant to tools for image creation and data visualizat…
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Rescooped by Tanyam from Online and or Blended Learning
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Flipped-Learning Toolkit: 5 Steps for Formative Assessment

Flipped-Learning Toolkit: 5 Steps for Formative Assessment | Information Literacy | Scoop.it
With the five-step mastery check, flipped learning teachers can quickly determine who understands the work, who's struggling, and who hasn't even watched the video.

Via Anna Hu
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Louise Robinson-Lay's curator insight, December 18, 2014 3:45 PM

Editorial have always published such excellent guides to educational innovations. The checklist here helps those who wish to try flipped learning to become successful.

Rescooped by Tanyam from Information and digital literacy in education via the digital path
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'Digital is the missing link in higher education' - Telegraph

'Digital is the missing link in higher education' - Telegraph | Information Literacy | Scoop.it
Rather than dabbling with MOOCs, universities need to create a new kind of digital degree experience for students, argues deputy vice-chancellor Ian Dunn

Via Elizabeth E Charles
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Rescooped by Tanyam from Libraries and eLearning
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Top 10 Academic Library Issues for 2015 | From the Bell Tower

Top 10 Academic Library Issues for 2015 | From the Bell Tower | Information Literacy | Scoop.it
The beginning of the year brings many “top” lists for what to look for in 2015. So far there’s not much predicting for what looks big for the academic library world. Here’s a shot at it.

Via Peter Mellow
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Ivon Prefontaine, PhD's curator insight, March 31, 2015 9:36 PM

I wonder what competence-based education is? Were we churning out incompetent people and now think that is not a good idea?

 

@ivon_ehd1

Rescooped by Tanyam from School Library Advocacy
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Information Literacy And The Flipped Classroom: Examining The Impact Of A One-Shot Flipped Class On Student Learning And Perceptions

Information Literacy And The Flipped Classroom: Examining The Impact Of A One-Shot Flipped Class On Student Learning And Perceptions | Information Literacy | Scoop.it

This article examines the flipped classroom approach in higher education and its use in one-shot information literacy instruction sessions. The author presents findings from a pilot study of student learning and student perceptions pertaining to flipped model IL instruction.


Via Karen Bonanno
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Rescooped by Tanyam from Games, gaming and gamification in Higher Education
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30 Facts About Gamification in eLearning Infographic - e-Learning Infographics

30 Facts About Gamification in eLearning Infographic - e-Learning Infographics | Information Literacy | Scoop.it

Over 75% people are gamers (50% casually and 27% moderately to fairly often).

Learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But learners remember 90% “if they do the job themselves, even if only as a simulation.

Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.Over 60% of learners would be motivated by leader boards and increased competition between students.89% would be more engaged win an e-learning application if it had point system.


Via Kim Flintoff
Tanyam's insight:

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

more...
Tanyam's curator insight, December 8, 2014 8:25 PM

I am not sure about the trustworthiness of the statistics quoted in this scoop, or the reliability of the quoted study.  However, I was interested in the section  on favorite gamification techniques as compared to less favorite gamification techniques.  This is a commercial company, and it is in their commercial interest to understand their market, so I suspect at least this part of the scoop may have some validity and usefulness for us if we are considering using gaming as a learning technique. T

Rescooped by Tanyam from 3D Virtual-Real Worlds: Ed Tech
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Choosing the Best Technology

Choosing the Best Technology | Information Literacy | Scoop.it

Choosing the Best Technology | EDUcation

 


Via Gust MEES, Silvia B, David W. Deeds
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Carlos Rodrigues Cadre's curator insight, December 5, 2014 7:35 AM

adicionar a sua visão ...

Roberto Ivan Ramirez's curator insight, December 8, 2014 3:36 PM

No sólo se debe enfocar en la cantidad de herramientas tecnológicas o recursos digitales que los docentes de determinado nivel educativo puedan implementar en su práctica pedagógica, sin antes se reflexiona la manera como las tecnologías pueden ser de utilidad para generar aprendizaje de manera individual o colaborativo, todo depende del tipo de estrategia o técnica a ser empleada, si se va a centrar en resolver problemas o desarrollar proyectos. Es parte de lo que propone el modelo TPACK, integración de diversos conocimientos que atiendan de manera transversal la realidad cotidiana de los alumnos, de la sociedad y del mundo.

Ness Crouch's curator insight, March 13, 2016 1:51 AM

Choosing the Best Technology | EDUcation