When it comes to including gamification in the classroom, teachers can reap the benefits of some low-hanging fruits with impressive results.
Via Nik Peachey
Get Started for FREE
Sign up with Facebook Sign up with X
I don't have a Facebook or a X account
Your new post is loading...
Your new post is loading...
Patricia Stitson's curator insight,
August 11, 2017 12:22 PM
I have been witness to the power of minecraft in the classroom for all individuals. Accessibility could be as simple as a $40 raspberry pi, $10 keyboard and mouse - and monitor. The result could be this:
HCL's curator insight,
April 19, 2017 7:04 PM
Some useful strategies for adding gamification to learning.
|
Suzanne McLaughlin's comment,
May 23, 2019 12:21 AM
Thanks @Samuel Johnson and @Rich A. for sharing this posts. Not only is game play great for sharpening up the old reflexes but I also think its great in aiding students to think strategically. It is a requirement as teachers to have our students practicing high order thinking such as through collaboration, problem solving or critical thinking - when students game play they are actually practicing these skills and they may not even realise because of the enjoyment they are experiencing! One of my subject area is maths and minecraft would be a great way for teaching area and volume as student can build their own shapes and objects. Further, I have seen a minecraft lesson where students are learning about bearings and coordinates. A great way to teach if you are unable to get you class outside and is much easier to visualise
Luke Flint's curator insight,
May 23, 2019 2:59 AM
Finding concepts that interest students is sometimes a losing battle for modern teachers. Having resources where video games can be incorporated into actual learning scenarios is one way to not only improve engagement in students, but also break the monotony of generic classroom activities by including new technology.
Sylvia Galvan's curator insight,
February 5, 2021 3:12 PM
Students learn through the process of playing the game. By playing a game, students may be able to understand a new concept or idea, take on a different perspective, or experiment with different options or variables.
Gust MEES's curator insight,
April 30, 2017 7:25 AM
Great for teachers & students. Flowlab is being used all over the world to introduce game design & development, along with crucial STEM skills. Creating themed games is also a fun way to get students engaged with classroom material.
Learn more / En savoir plus / Mehr erfahren:
http://www.scoop.it/t/21st-century-tools-for-teaching-people-and-learners
MARÍA TERESA GARCÍA SÁNCHEZ's curator insight,
November 22, 2017 7:44 AM
Flowlab está siendo utilizado como material de trabajo en las aulas para desarrollar las habilidades y fomentar la creatividad, creando juegos y compartiéndolos con el resto de compañeros, una nueva metodología de enseñanza a través de los juegos del siglo XXI en el que el alumnado disfruta trabajando y aprendiendo.
Manuel Garcia's curator insight,
June 4, 2023 9:33 PM
By integrating gamification into e-learning, learners have the opportunity to improve their knowledge and acquire vital soft skills like multitasking, collaboration, creative thinking, and goal-oriented mindset. Furthermore, gamification fosters an environment that empowers learners to take responsibility for their learning journey and envision their own success, allowing them to progress at a pace that suits them best
GwynethJones's comment,
September 7, 2016 2:43 PM
If you want to thank me, re-scoopit & not just take the curated source and scoopit yourself! Give me credit, hon! ! Attribution always, sweet friend! LOL
|
A very simple way to understand the benefits of gamification.