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Mark Glynn

(32) (PDF) An Overview and Study on the Use of Games, Simulations, and Gamification in ... - 14 views

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    "This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital games and/or simulations in communication courses, as well as instructor familiarity with gamification. A survey was constructed with questions emerging from the game-based learning and gamification literature. It was distributed to communication faculty at public institutions of higher education in a southern state. In this context, the author argues that while the term gamification is novel, the approach is not. Based on the results, current gamification strategies appear to be a repackaging of traditional instructional strategies."
Mark Glynn

(32) (PDF) Gamification in Education: A Systematic Mapping Study | Gennady Agre - Acade... - 11 views

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    "While gamification is gaining ground in business, marketing, corporate management, health insurance,ecology and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education.The study is limited to papers that discuss explicitly the effects of use of game elements in specificeducational contexts. It employs a systematic mapping design. Accordingly, a categorical structure forclassifying the research results is proposed based on the extracted topics discussed in the reviewed papers. The categories include gamification design principles, game mechanics, context of applyinggamification, consisting of type of application, educational level, and academic subject,implementation and evaluation. By mapping the published work to the classification criteria andanalyzing them, the study highlights the directions of the currently conducted empirical research onapplying gamification to education. It also indicates some major obstacles and needs, such as the needfor a proper technological support, the need for controlled studies demonstrating reliable positive ornegative results of using specific game elements in particular educational contexts, etc. Although mostof the reviewed papers report promising results, more substantial empirical research is needed todetermine whether both extrinsic and intrinsic motivation of the learners can be influenced bygamification"
Roland Gesthuizen

TEDxKids@Brussels - Gabe Zichermann - Gamification - YouTube - 34 views

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    "Gabe Zichermann is an entrepreneur, author, highly rated public speaker and gamification thought leader. He is the chair of the Gamification Summit and Workshops, and is co-author of the book "Game-Based Marketing, where he makes a compelling case for the use of games and game mechanics in everyday life, the web and business."
Ryan Evans

10 Best Practices for Implementing Gamification - 15 views

  • make sure you know what constitutes success.
  • Only use gamification as a learning solution when it makes sense and resonates with learners. 
  • Explain why the learners are earning points, who they are trying to save, why they are searching for a treasure. Remember, gamification works well when it is within a context—create a reason why learners should interact with the content you have created.
  • ...7 more annotations...
  • Retrieval practice requires learners to recall information rather than simply re-read or re-listen to it.
  • The learners should be able to directly link their actions and activities to a score so they know what they need to do to be successful.
  • Keep leaderboards small
  • Use levels and badges appropriately
  • Let the learner know how many levels they are going to need to complete before the learning is over.
  • Badges, on the other hand, are good for showing non-linear progress. Badges can be tied to either terminal or enabling objectives. Also, if possible provide a place where learners can “show off” badges to leverage the social effectiveness of gamification. 
  • Bonus: monitor learner progress
Marita Thomson

Gamification Blog - 42 views

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    GamificationCo is your one stop for the latest news, insight, research and commentary on gamification. Come here to find the best technology providers, read about the most exciting companies, attend one of our events and workshops, or just connect with experts.
Thieme Hennis

Seven Interesting and Different Slidedecks on #Gamification | Kapp Notes - 60 views

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    9 deck slides about gamification. Very interesting and worthwhile
Brad McDiarmid

The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits | ... - 46 views

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    The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits
tom campbell

The Gamification Encyclopedia - Gamification.org - 82 views

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    gaming as learning - how do we build curricla that are gamified (made that up)!
Ms. Rowley

As IQs Fall, Can Gamification Help? - 22 views

  • If Flynn is right, IQ and other standard tests have improved our conceptual sorting skills and atrophied our common sense.
  • As standardized tests became more important, our education system shifted toward emphasizing abstract thinking
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    from Education - Instructional IT -
dawhiting

7 Things You Should Know About Gamification | EDUCAUSE.edu - 66 views

  • application of game elements in non-gaming situations
  • wide-ranging in higher education
Glenn Hervieux

Playsheets video| Alice Keeler - 63 views

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    Alice Keeler, MS. Ed/Google Certified teacher/researcher & part of my PLN, provides a clear explanation of Playsheets (Gamification activities like Quia) to foster learning and formative assessment.
Tony Bollino

Is It Gamification, Or Game Based Learning? » Brain Based Learning - 37 views

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    These two terms get thrown around a lot, often interchangeably, but they're not really the same. They're both important concepts, and they're both useful. However, they are useful in different contexts and that's why I think it's important to define each one.
Peter Beens

http://net.educause.edu/ir/library/pdf/ELI7075.pdf - 41 views

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    Gamification is the application of game elements in nongaming situations, often to motivate or influence behavior
Glenda Baker

About Veri - Veri - 47 views

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    Project based on gamification principles. Learn, teach and play.
carmelladoty

Your prezis | Prezi - 56 views

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    gamification from ISTE presentation
Deborah Baillesderr

Inside Dig-It! | Dig-It! Games - 8 views

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    History meets gamification
Roland Gesthuizen

Why A Badge Is Better Than an A+ - Getting Smart by Alison Anderson - badges, EdTech, I... - 61 views

  • A traditional “A-F” report card doesn’t inspire that type of insight for the students or the people they need to share it with in order to get into high school or college or get a job. A collection of badges from classroombadges.com would be much more like sharing a personal “yearbook” of academic accomplishments. I love that idea.
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    "I admit this title makes a pretty bold statement for a society that pretty much uses the first five letters of the alphabet to define every child from about age 5 until adulthood. But, I am hearing more and more about the use of badges in the classroom, especially in conversations about gamification and self motivation."
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    I have been trying out some grading apps and am intrigued by ActivGrade because instead of being focused on a letter grade A-F, I could see students being more concerned with mastering a goal. Their "grade" is a color toward mastery of a standard. Red means I have a lot of work to do to master this, yellow means I'm making progress toward mastery and green means I've mastered this goal at this point. One grading algorithm to choose from in the app is a calculation which puts a 75% weight on the student's most recent assignment for a given concept. This means that as I get better at a skill, my most recent attempt at showing my mastery over the skill is worth more for my grade than my prior attempts. This seems like smart grading practice to me.
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