21st Century Learning and Teaching
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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

 

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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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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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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.

 

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

 

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

 

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

 

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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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