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Studie: Computerspielen kann Lernerfolge bringen | #Gaming #ICT

Studie: Computerspielen kann Lernerfolge bringen | #Gaming #ICT | 21st Century Learning and Teaching | Scoop.it
Computerspielen kann Lernerfolge bringen

Wer spielt, hat Vorteile beim Verknüpfen von Lerninhalten und bei der Speicherung im Langzeitgedächtnis - das zeigt eine Studie der Universität Bochum. Games könnten auch positive Auswirkungen im Alter haben - allerdings ist dieses Studienergebnis nicht unumstritten.


Wissenschaftler der Ruhr-Universität Bochum haben sich mit den Auswirkungen von Computerspielen auf das Gehirn beschäftigt. Ihr Ergebnis: Games können positive Auswirkungen auf bestimmte Lernfunktionen haben, vor allem auf unsere Verarbeitung von Bildern, das Verknüpfen unterschiedlicher Inhalte und die Speicherung im Langzeitgedächtnis.

 

Außerdem können wichtige Gebiete im Gehirn wachsen, was nach allgemeinem Wissensstand positive Auswirkungen hat - unter anderem kann es nachlassenden Gedächtnisleistungen im Alter vorbeugen.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gaming

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gamification

 

Gust MEES's insight:
Computerspielen kann Lernerfolge bringen

 

Wer spielt, hat Vorteile beim Verknüpfen von Lerninhalten und bei der Speicherung im Langzeitgedächtnis - das zeigt eine Studie der Universität Bochum. Games könnten auch positive Auswirkungen im Alter haben - allerdings ist dieses Studienergebnis nicht unumstritten.


Wissenschaftler der Ruhr-Universität Bochum haben sich mit den Auswirkungen von Computerspielen auf das Gehirn beschäftigt. Ihr Ergebnis: Games können positive Auswirkungen auf bestimmte Lernfunktionen haben, vor allem auf unsere Verarbeitung von Bildern, das Verknüpfen unterschiedlicher Inhalte und die Speicherung im Langzeitgedächtnis.

 

Außerdem können wichtige Gebiete im Gehirn wachsen, was nach allgemeinem Wissensstand positive Auswirkungen hat - unter anderem kann es nachlassenden Gedächtnisleistungen im Alter vorbeugen.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gaming

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gamification

 

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Cyber Security Training | Security Awareness | Kaspersky Lab DE | #DigitalCitiZENship #eSkills #ICT

Wir unterstützen Kunden durch ein Schulungsangebot zur Förderung des Sicherheitsbewusstseins und unter Beteiligung ihrer Sicherheits- und Personalabteilungen beim Aufbau einer Cybersicherheitskultur.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://gustmees.wordpress.com/2015/07/19/learning-path-for-professional-21st-century-learning-by-ict-practice/

 

Gust MEES's insight:
Wir unterstützen Kunden durch ein Schulungsangebot zur Förderung des Sicherheitsbewusstseins und unter Beteiligung ihrer Sicherheits- und Personalabteilungen beim Aufbau einer Cybersicherheitskultur.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://gustmees.wordpress.com/2015/07/19/learning-path-for-professional-21st-century-learning-by-ict-practice/

 

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Gaming for learning | #Gamification #Games #LEARNing2LEARN

Gaming for learning | #Gamification #Games #LEARNing2LEARN | 21st Century Learning and Teaching | Scoop.it
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 


Via Kim Flintoff
Gust MEES's insight:
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Kim Flintoff's curator insight, November 13, 2016 5:36 PM

Maybe we can look at an ANZ Water Challenge?  The Trans-Tasman Test in Water and Sustainability? @NZAquaRepublica

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A Gamified e-Learning Design Model to Promote and Improve Learning | #Gamification

A Gamified e-Learning Design Model to Promote and Improve Learning | #Gamification | 21st Century Learning and Teaching | Scoop.it
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

 

Learn more / En savoir plus / mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 


Via THE OFFICIAL ANDREASCY
Gust MEES's insight:
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

 

Learn more / En savoir plus / mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Andreas Christodoulou's curator insight, June 2, 2016 1:03 AM
Share your insight
delta14's curator insight, October 28, 2016 11:46 AM
Describe los componentes lúdicos que favorecen los aprendizajes en ambientes virtuales.
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How 10 Colleges Are Using Game-Based Learning Right Now

How 10 Colleges Are Using Game-Based Learning Right Now | 21st Century Learning and Teaching | Scoop.it

One of the hottest trends in education evolution is the introduction of games into the classroom. Gamification of just about anything has been tried by teachers around the globe.

 

If you’re interested in using games in the classroom, where should you start? We strongly recommend checking out the following 10 colleges and see what they’re doing. Then build on that and take your game-based learning to the next level! Get it? Levels? Video game joke?

 

Read more, very interesting...:

http://edudemic.com/2012/10/colleges-game-based-learning/

 

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Guide To Gamification In Education [Infographic]

Guide To Gamification In Education [Infographic] | 21st Century Learning and Teaching | Scoop.it

Enjoy the graphic and be sure to share it with your fellow gamification-loving colleagues!

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Gamification - Gamification Wiki, the leading Gamification Community

Gamification - Gamification Wiki, the leading Gamification Community | 21st Century Learning and Teaching | Scoop.it
Gamification is the integration of game mechanics and game-thinking in non-game environments to boost engagement, loyalty and fun!
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Gamifying Education.org | Home

Gamifying Education.org | Home | 21st Century Learning and Teaching | Scoop.it

Gamification is the use of game-like thinking and elements in places that aren't traditionally games.

 

The use of game mechanics and dynamics like badges, leaderboards, and actions can be useful for improving motivation and learning in informal and formal settings.

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4 raisons pour un apprentissage à l’aide de jeux numériques | #Infographic #Gaming

4 raisons pour un apprentissage à l’aide de jeux numériques | #Infographic #Gaming | 21st Century Learning and Teaching | Scoop.it
1. Compétition. Les éléments compétitifs d'un jeu ne se trouvent généralement pas dans les méthodes d'apprentissage traditionnelles, comme un cours magistral ou une discussion en classe. La concurrence apporte de la motivation aux étudiants / joueurs pour s'engager dans un jeu et finir une activité (d'apprentissage). Cela nécessita pas nécessairement un autre participant, la motivation…

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Game+Based+Learning

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gamification

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=games

 

Gust MEES's insight:
1. Compétition. Les éléments compétitifs d'un jeu ne se trouvent généralement pas dans les méthodes d'apprentissage traditionnelles, comme un cours magistral ou une discussion en classe. La concurrence apporte de la motivation aux étudiants / joueurs pour s'engager dans un jeu et finir une activité (d'apprentissage). Cela nécessita pas nécessairement un autre participant, la motivation…

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Game+Based+Learning

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gamification

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=games

 

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5 Team Building Games That Can Teach Critical Thinking Skills | #Collaboration #Gaming

5 Team Building Games That Can Teach Critical Thinking Skills | #Collaboration #Gaming | 21st Century Learning and Teaching | Scoop.it
Here are 5 team building games to try out with your students that also develop critical thinking skills. Collaboration and team spirit await you!

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gaming

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Critical-Thinking

 

 

Gust MEES's insight:
Here are 5 team building games to try out with your students that also develop critical thinking skills. Collaboration and team spirit await you!

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Gaming

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Critical-Thinking

 

 

Oskar Almazan's curator insight, March 14, 2017 8:21 AM
Team building games offer students fun opportunities to hone critical skills for success in the modern workplace. Students (and future employees!) that value teamwork are more motivated and creative. They’re also better at problem solving and communicating with one another and have a higher level of trust. We already know students love working in groups. Why not make a game of it?
Andrea Mejia Medina's curator insight, March 18, 2017 12:10 AM
Critical thinking is the most important skill to develop, since in these times of information at hand, we cannot believe everything we see, read, and hear, and that is why it is important to develop this ability as it allows us to be alert and question everything that comes from these means of information. Is a skill that moves a student from concrete ideas to abstract and inferred concepts. Critical thinking allows us to analyze outcomes, compare ideas, identify parallels, sequence events, synthesize information and draw conclusions from a given body of knowledge. Whether it is the proof behind a mathematics formula or an implied tone in an essay, critical thinking skills enable students to solve problems in the real world and on exams in school. Meghan Moll (2014) suggests five tools to develop the critical thinking skills necessary for success on every high school or college test and assignment. 1. Brain games: Recently, websites dedicated to training your brain have enjoyed increased popularity. Lumosity, for example, provides games that aid in improving memory and problem-solving. From timed matching games to order sequence memorization, websites like this can aid in cognition and the ability to ask, "What is the next step?" This skill is critical to learning how to approach complex problems on standardized tests like the ACT and SAT. Rather than playing time-wasting games when you have a lull in your day, search online for brain teasers and peruse the plethora of brain games at your fingertips. 2. Logic puzzles: Before the Internet, puzzles intended to exercise your brain were published in books. Collections of crossword puzzles, logic problems, riddles, sudoku, word problems and word searches can be found at your local bookstore or library. The puzzles in these books are a wonderful strategy to activate different parts of your brain for a round or two of mental gymnastics, and many collections even discuss what each puzzle is meant to target within the mind. 3. Board games: This suggestion may seem strange at first, but do not balk. Choose board games that require more than luck – namely, strategy – for players to win. Any game where players must carefully consider their next move, recognize patterns and remember details will aid in honing critical thinking skills. Certain games like Rubik’s Cube are single-player, while others involve multiple people. Checkers, chess and Mastermind are two-player games that challenge you to plan several steps ahead. Games like Boggle and Scrabble require analyzing information quickly and formulating words, while Clue and Risk test and strengthen your ability to anticipate and react to others’ moves, as well as infer motives. 4. Journaling: Daily reflection – such as maintaining a journal – is a simple way to revisit your day, but it is also a fantastic opportunity to explore ideas. Writing encourages you to expand upon your thoughts and form connections. A journal forces you to slow down and focus on just one or two ideas at a time, which hectic schedules don't otherwise allow. Use your journal to record important ideas and questions and narratives about your life. 5. Book clubs: Students who read for understanding find it far easier to think critically than those who rush to finish. Analyzing a book requires you to delve deeper and ponder complex questions. When reading, think about why the book was written the way it was, what motivates certain characters, and how plot developments may be symbols of foreshadowing. Locate a book club to hone these skills. You will read works you otherwise may not have, and you will learn to examine character development, plot, symbolism and a whole host of other features.
3
Character Minutes's curator insight, May 5, 2017 12:47 PM
Great games to use with "ME Leadership" (Marks of Excellence)
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Stretch student collaboration skills with Breakout EDU

Stretch student collaboration skills with Breakout EDU | 21st Century Learning and Teaching | Scoop.it
There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.

There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.

Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

Gust MEES's insight:
There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.

There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.

Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Alex's curator insight, August 17, 2016 7:15 PM
good news for teens! Some gaming skills are useful :)
Claudia Estrada's curator insight, August 26, 2016 10:18 AM
Another way to motivate and engage students and make learning interesting.  
Manuel Garcia's curator insight, June 4, 2023 8:39 PM
Breakout EDU is a popular platform for immersive learning games that promote critical thinking and collaboration in classrooms. Teachers can choose between physical games, which require a Breakout EDU box and locks, or digital games that can be played using internet-connected devices. With a variety of game options available, students work together to solve puzzles and unlock the box within a set time limit, fostering creativity and a growth mindset.
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Gamification vs Game-Based eLearning: Can You Tell The Difference?

Gamification vs Game-Based eLearning: Can You Tell The Difference? | 21st Century Learning and Teaching | Scoop.it
Gamification vs Game-Based eLearning: How To Integrate Them Into Your eLearning Course Design

Both gamification and game-based eLearning can offer your eLearning course a variety of benefits. However, it’s important to know the distinction between gamification vs game-based eLearning, so that you can choose the approach that better serves your eLearning objectives and goals, but also meets the needs of your learners. Let’s take a closer look at the basics of both gamification and game-based eLearning, in order to determine which methodology is more appropriate for your next eLearning course.

By definition, gamification involves the use of game design elements and mechanics in activities that are not inherently game-based. This is done to motivate and engage the learners, so that they can become active participants in their own learning process.  In essence, the eLearning experience itself, is transformed into an educational game by using achievement badges, leaderboards, point systems, level progressions, and quests. These game elements are all integrated to help the learner achieve their learning goals and objectives.

On the other hand, while gamification utilizes game mechanics to transform the eLearning experience into a game, game-based eLearning integrates online games into the learning process to teach a specific skill or achieve a learning objective. Games are essentially used as eLearning activities to give learners the opportunity to acquire new knowledge or skills sets in a fun and engaging way. All eLearning games typically have rules and specific objectives and learners run the risk of “losing” when they participate. Another important distinction between gamification and game-based eLearning is that in a game-based eLearning strategy the content is designed to fit into the confines of the game.


Learn more:


http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification


Gust MEES's insight:
Gamification vs Game-Based eLearning: How To Integrate Them Into Your eLearning Course Design

Both gamification and game-based eLearning can offer your eLearning course a variety of benefits. However, it’s important to know the distinction between gamification vs game-based eLearning, so that you can choose the approach that better serves your eLearning objectives and goals, but also meets the needs of your learners. Let’s take a closer look at the basics of both gamification and game-based eLearning, in order to determine which methodology is more appropriate for your next eLearning course.

By definition, gamification involves the use of game design elements and mechanics in activities that are not inherently game-based. This is done to motivate and engage the learners, so that they can become active participants in their own learning process.  In essence, the eLearning experience itself, is transformed into an educational game by using achievement badges, leaderboards, point systems, level progressions, and quests. These game elements are all integrated to help the learner achieve their learning goals and objectives.

On the other hand, while gamification utilizes game mechanics to transform the eLearning experience into a game, game-based eLearning integrates online games into the learning process to teach a specific skill or achieve a learning objective. Games are essentially used as eLearning activities to give learners the opportunity to acquire new knowledge or skills sets in a fun and engaging way. All eLearning games typically have rules and specific objectives and learners run the risk of “losing” when they participate. Another important distinction between gamification and game-based eLearning is that in a game-based eLearning strategy the content is designed to fit into the confines of the game.


Learn more:


http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification


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What’s the Difference Between Games and Gamification?

What’s the Difference Between Games and Gamification? | 21st Century Learning and Teaching | Scoop.it
Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”

 

GAMIFICATION

Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.

 

Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”

 

Outside of education, some call these “reward, recognition and motivation programs.” And Alex Chisholm, executive director of the Learning Games Network, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.

 

Read more, very interesting:

http://blogs.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/

 

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Gamification: The reality of what it is and what it isn't

Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa "Gamification" is a buzzword current...

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elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning

elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning | 21st Century Learning and Teaching | Scoop.it
Maybe you've heard of the termMaybe 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. ...

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