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Gamification Taxonomy

Gamification Taxonomy | x-learning | Scoop.it

We have conducted extensive empirical research over the last 4 years as part of a university PhD program to develop the world's first comprehensive enterprise gamification taxonomy. Our taxonomy has been peer reviewed and is built on our database of over 300 enterprise gamification projects.


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Building a Blended Learning Classroom that Works

Building a Blended Learning Classroom that Works | x-learning | Scoop.it

"Blended learning has the potential to significantly improve student learning and growth, but it is only truly successful when educators carefully base their instructional decisions on high-quality student assessment data. Blended learning coach Marcia Kish shares key principles for implementing blended learning that is data-driven and student-centered, as well as ideas and tools that can help make any blended learning model more effective."


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Los saberes y aprendizajes en el siglo XXI: ¿Cómo diseñar actividades con las TIC?

Presentación 28 JORNADA DIM INTERNACIONAL ON-LINE. 24 de noviembre al 7 de diciembre. Las TIC han logrado reconfigurar la distribución de saberes en la escuela.


Via L. García Aretio, Carlos Fosca
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María Dolores Díaz Noguera's curator insight, November 22, 2014 6:47 AM

Los saberes y aprendizajes en el siglo XXI: ¿Cómo diseñar actividades… | @scoopit via @lgaretio http://sco.lt/...

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elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning

elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning | x-learning | Scoop.it
Maybe you've heard of the term "gamification," and perhaps you're wondering what it is and how it can be applied to eLearning. In short, gamification is the use of gameplay mechanics for non-game applications. Almost as important, as a definition of what it is, is a definition of what it's not. Gamification is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to). It also has very little to do with art-styles, themes, or the application of narrative. Rather, game mechanics are the construct of rules that encourage users to explore and learn the properties of their possibility space through the use of feedback mechanisms. With gamification, these "possibility spaces" have been expanded beyond just games into other areas like marketing, education, the workplace, social media, philanthropy, and the Web, just to name a few. As a game designer now making eLearning software, I've found that much of what is used to build engagement in games can also be applied to other interactive material such as eLearning.

In the 15 years I've been making video games, a frequently discussed topic in the game industry has been on ways to engage users; a theme that I've found is enthusiastically discussed in the eLearning space. Since the primary reason to apply gamification to eLearning is to engage learners, the focus of this article is on describing gameplay mechanics that have been proven to be engaging.

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Wanna play? Gamification in TalentLMS

Wanna play? Gamification in TalentLMS | x-learning | Scoop.it

This post is about the gamification features in TalentLMS, and how you can leverage them in your courses to engage learners and increase participation.


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[Slideshare] Apps educativas y taxonomía del aprendizaje en Mobile Learning

En este artículo abordamos el fenómeno de la irrupción de las tecnologías móviles en las aulas y específicamente el diseño de apps educativas bajo el prisma de una revisión de la taxonomía del aprendizaje de Bloom en los años 50. 

 

El autor del artículo es tutor del Experto Universitario en Mobile Learning, diploma online certificado por California Miramar University (EE.UU.). Más información: http://net-learning.com.ar/14-experto-universitario-en-m-learning


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[Slideshare] Apps educativas y taxonomía del aprendizaje en Mobile Learning

En este artículo abordamos el fenómeno de la irrupción de las tecnologías móviles en las aulas y específicamente el diseño de apps educativas bajo el prisma de una revisión de la taxonomía del aprendizaje de Bloom en los años 50. 

 

El autor del artículo es tutor del Experto Universitario en Mobile Learning, diploma online certificado por California Miramar University (EE.UU.). Más información: http://net-learning.com.ar/14-experto-universitario-en-m-learning


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Introducing 5 domains of Blended Learning teaching

Introducing 5 domains of Blended Learning teaching | x-learning | Scoop.it
This five-domain rubric was created, not for evaluation purposes (there are enough evaluation rubrics out there!), but for teachers to be able to self-assess, set goals and progress. In the same way, we want blended learning to allow for students to have a better understanding of their own strengths and weaknesses, we want teachers to be able to identify blended specific skills and better understand their own strengths and areas for growth. We wanted to give teachers, their coaches, and their leaders, a sense of what to strive for, and help them plot a path to get there through aligned professional development. We also found that the teachers we work with cherish the opportunity to self-reflect, identify the skills they have and the skills they need, and take the time to set goals around where they want to shift their practice. Many of our schools infuse these concepts into community of practices discussions for continuous learning.

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Carlos Rodrigues Cadre's curator insight, October 16, 2014 9:17 AM

adicionar a sua visão ...

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Gamification in MOOC: challenges, opportunities and proposals

Oriol Borras, Margarita Martínez and Ángel Fidalgo Blanco. GATE - Gabinete de Tele-Educación Universidad Politécnica de Madrid (UPM)

Via Peter Mellow, Carlos Fosca
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6 High-Impact Technologies in Higher Ed | Campus Technology

6 High-Impact Technologies in Higher Ed | Campus Technology | x-learning | Scoop.it

The NMC Horizon Report predicts six technologies that will have a significant impact on teaching and learning in the next five years.


Via Rob Hatfield, M.Ed., Moisés Benites Díaz
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Rob Hatfield, M.Ed.'s curator insight, April 15, 2014 7:01 PM

This is a review and trending perspective for the 21st century teaching and learning environments.

Laura Rosillo's curator insight, April 21, 2014 3:23 AM

Seis Tecnologías de Alto Impacto en la Educación y el Aprendizaje

María Dolores Díaz Noguera's curator insight, April 21, 2014 5:45 AM

6 High-Impact Technologies in Higher Education

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Identificación y otras reflexiones: MOOCs, Workplace Learning y "Heutagogy"

Identificación y otras reflexiones: MOOCs, Workplace Learning y "Heutagogy" | x-learning | Scoop.it

Via L. García Aretio
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ID and Other Reflections: From Micro-Learning to Corporate MOOCs

ID and Other Reflections: From Micro-Learning to Corporate MOOCs | x-learning | Scoop.it

Via L. García Aretio
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Bloom's Digital - Web 2.0

Bloom's Digital - Web 2.0 | x-learning | Scoop.it
TOUCH this image to discover its story. Image tagging powered by ThingLink

Via Ana Cristina Pratas
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Gilles Le Page's curator insight, March 1, 2014 1:41 AM

Visuel !

Siti Noraisha Mohamed Senin's curator insight, March 3, 2014 9:01 AM

Bloom's Taxonomy accompanied with useful websites that make it easier to carry out the various levels.

Maria Richards's curator insight, March 29, 2014 4:31 PM

A brilliant tool for all educators.

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Trends and new technology in higher education

Trends and new technology in higher education | x-learning | Scoop.it
Technologies and trends in higher education according to Gartner’s Hype Cycle for Education 2015, Horizon Report 2015 and Educause’s Top 10 Issues?

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Educación Superior, Innovación y Desafíos en el Aula de Clase

El siguiente material corresponde a la presentación denominada "Educación Superior, Innovación y Desafíos en el Aula de Clase" realizada en la UNAD de Colombia el día 03 de Octubre del 2014 a cargo del Ing.


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6 reasons to get on board with gamification - Ragan

6 reasons to get on board with gamification - Ragan | x-learning | Scoop.it
Gabe Zichermann, chair of the Gamification Summit, tells why games will remake employee learning and boost performance.

 

Gamification is transforming business strategies across organizations large and small. It sounds like child's play, but getting it right takes work.  Here's why gaming is worth the time and expense:

1. Games boost intelligence.

2. Games make annual evaluations better for both bosses and employees.

3. Games engage millennials.

4. Games succeed when they give players a higher purpose.

5. You won't believe how much work they'll put into a game.

6. Games boost performance.


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Pi Wen Looi, PhD.'s curator insight, March 4, 2014 2:04 PM

Gamification will increase how much your employees retain what they learn. 

Ziga Novak's curator insight, March 23, 2015 5:18 PM

A good example of how you can modify a simple game (like Monopoly) and use it for a very serious purpose. 

Alfonso Gonzalez's curator insight, August 6, 2015 4:49 PM

This is a post targeted towards the transmission of knowledge to a particular audience, in this case employees. But let's take this one step further...

 

What is the goal of your content marketing strategy? To educate, to transmit knowledge, to be perceived as the thought leader. We encourage you to read this post and take the lessons learned and apply it to your own "teaching methods" otherwise known as content distribution.

 

Gamification: one of the great underutilized B2B tactics out there.  In fact, the greatest underutilized B2B tactics in no particular order:

-Gamification

-Contests

-Loyalty Programs

-Referral Programs

-Slideshare

 

See the article at www.ragan.comReceive a daily summary of The Marketing Automation Alert directly to your inbox. Subscribe here (your privacy is protected).If you like this scoop, PLEASE share by using the links below.iNeoMarketing drives more revenue and opportunities for B2B companies using marketing technologies. Contact us! 
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How Gamification is Used in ELearning

How Gamification is Used in ELearning | x-learning | Scoop.it
How Can You Implement Gamification Effectively Within Your eLearning Program? Check the How Gamification is Used in ELearning article to find more.

Via Dr. Melissa A. Bordogna, David W. Deeds
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David W. Deeds's curator insight, November 24, 2014 7:14 AM

Thanks to  Dr. Melissa A. Bordogna.

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Entrevista a Enrique Dans | Método Consultores

Entrevista a Enrique Dans | Método Consultores | x-learning | Scoop.it
Entrevistamos al bloguero y profesor Enrique Dans sobre elearning. Asegura que "Tras 6 clases online conozco tan bien al alumno que podría recomendarlo"

Via L. García Aretio
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María Dolores Díaz Noguera's curator insight, October 28, 2014 6:43 AM

Entrevista a Enrique Dans | Método Consultores | @scoopit via @juandoming http://sco.lt/...

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Introducing 5 domains of Blended Learning teaching

Introducing 5 domains of Blended Learning teaching | x-learning | Scoop.it
This five-domain rubric was created, not for evaluation purposes (there are enough evaluation rubrics out there!), but for teachers to be able to self-assess, set goals and progress. In the same way, we want blended learning to allow for students to have a better understanding of their own strengths and weaknesses, we want teachers to be able to identify blended specific skills and better understand their own strengths and areas for growth. We wanted to give teachers, their coaches, and their leaders, a sense of what to strive for, and help them plot a path to get there through aligned professional development. We also found that the teachers we work with cherish the opportunity to self-reflect, identify the skills they have and the skills they need, and take the time to set goals around where they want to shift their practice. Many of our schools infuse these concepts into community of practices discussions for continuous learning.

Via Edumorfosis
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Carlos Rodrigues Cadre's curator insight, October 16, 2014 9:17 AM

adicionar a sua visão ...

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Introducing 5 domains of Blended Learning teaching

Introducing 5 domains of Blended Learning teaching | x-learning | Scoop.it
This five-domain rubric was created, not for evaluation purposes (there are enough evaluation rubrics out there!), but for teachers to be able to self-assess, set goals and progress. In the same way, we want blended learning to allow for students to have a better understanding of their own strengths and weaknesses, we want teachers to be able to identify blended specific skills and better understand their own strengths and areas for growth. We wanted to give teachers, their coaches, and their leaders, a sense of what to strive for, and help them plot a path to get there through aligned professional development. We also found that the teachers we work with cherish the opportunity to self-reflect, identify the skills they have and the skills they need, and take the time to set goals around where they want to shift their practice. Many of our schools infuse these concepts into community of practices discussions for continuous learning.

Via Edumorfosis
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Carlos Rodrigues Cadre's curator insight, October 16, 2014 9:17 AM

adicionar a sua visão ...

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Cómo afecta la producción de los vídeos a la participación de los estudiantes en un MOOC

Cómo afecta la producción de los vídeos a la participación de los estudiantes en un MOOC | x-learning | Scoop.it

Via Jesús Salinas, Carlos Fosca
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Blended Learning: Making it Work in Your Classroom

At P. K. Yonge Developmental Research School, integrating digital content with face-to-face learning has led to impressive gains in student achievement.
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Excellent Checklist for Evaluating Information Sources ~ Educational Technology and Mobile Learning

Excellent Checklist for Evaluating Information Sources ~ Educational Technology and Mobile Learning | x-learning | Scoop.it

Via L. García Aretio
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ID and Other Reflections: 3 Benefits of MOOCs in the Workplace

ID and Other Reflections: 3 Benefits of MOOCs in the Workplace | x-learning | Scoop.it

Via L. García Aretio
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Guides to quality in formal and ‘post-traditional’ online learning: two publications

Guides to quality in formal and ‘post-traditional’ online learning: two publications | x-learning | Scoop.it
Butcher, N. and Wilson-Strydom, M. (2013) A Guide to Quality in Online Learning Dallas TX: Academic Partnerships
Butcher, N. and Hoosen, S.

Via L. García Aretio
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