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Teaching, Tech and Twitter: Gamifying Our STEM Lab. Leveling Up With Challenges, Digita... - 0 views

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    "Our STEM Lab/Makerspace is a HUGE hit with our students. Since I oversee the lab and take the classes in I get bombarded by kids all day asking if it is their day to go to the STEM Lab. They are building, discovering, exploring, designing, problem solving, and having a blast doing it. However, as the kids continued to explore the STEM Lab we began to notice that they had moved past the exploration phase and wanted a bit more direction and challenge. We realized that we needed to up our game a bit to take our lab to the next level so we decided to gamify our STEM Lab with challenges and badges! It took some prep but once the challenge cards and badges were created we were ready to roll. We are happy to share our tips, tricks and resources so that you can gamify your STEM or STEAM Lab too."
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6 Factors Of Gamification That Changes Students - 4 views

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    "I was 11 the year my summer camp director transformed the regular schedule, procedures, and lingo that we were used to-into the most memorable, enriching experience I had ever encountered at that point in my life. I had no idea that he had 'gamified' the week; I just knew that it was the best summer ever. Instead of grouping us by numbers, we were named after the Greek alphabet. We competed daily against the other groups in volleyball, softball, kickball, and on the final night -a chariot and Olympic flame opened an epic Olympic Game contest at midnight. The director, or 'game master' as we were inclined to call him, even made everyone reset the clocks and watches-so we never knew what the real time was, the entire schedule was set on some sort of crazy alternate schedule. Now I realize that it probably allowed him to sleep in and us to stay up later, but we were none the wiser. Daily we played games, wrote skits, went swimming, and competed for cleanest cabins. We did all the regular stuff, but it was more fun because there were rules and boundaries and points and collaboration and competition and a clear, mutual understanding of goals and performance and criteria for success. As a student, I got to learn more about the power of 'gamifying' something, and what effect it had on learners."
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The Ultimate Guide to Gamifying Your Classroom | Edudemic - 1 views

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    "Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners. When gamifying a classroom there are several things you'll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you'll need to figure out how to organize and assess new material. You'll also need to consider your students. What kind of learners are they? What information do they already know? You'll need to have a basic understanding of your students' technology skills and how much support each student may need. You'll want to consider putting together a training manual or some other support system for students who may need extra help. You'll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest."
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Gamification in Education | Edutopia - 2 views

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    "The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) simply saw things as a battle between good and evil and wanted to fight on the side of good in an epic quest to make the world a better place. Points don't matter in gameplay, and grades don't matter, either. But when we tweaked the kinds of work he was doing in our Gamifi-ED project to focus on "world-changing games," he was suddenly engaged. Now his face lights up when he sees me. He's one of the first kids to class. He's an engaged gamer and, finally, an engaged student. "
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Game-Based Learning in Practice | Edutopia - 2 views

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    "In early September, my sixth grade social studies students began playing the SimCityEDU beta. Around the same time, my seventh graders began playing a non-digital debate game -- complete with teams, a point system and a leaderboard. All of my students are rewarded for their growth and accomplishments with a digital badge system. After one month, I find that my students remain highly engaged in their learning. Gamifying my classroom has truly been transformative! "
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The e-textbook transformation | District Administration Magazine - 4 views

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    "A new wave of e-textbooks is giving students more than just words and a few hotlinks on a digital page. Publishers over the last few years have been adding video, interactive maps and gamified quizzes designed to engage students more deeply in their learning. "Think of it as making the textbook a hands-on activity," says Andrew Miller, an ASCD faculty member and technology expert. "It's making the content come to life in a way that meets the needs of different learners-auditory learners, visual leaders, text-based learners." The latest e-textbooks, developed by traditional publishers as well as new players like Discovery Education, are powered by a host of adaptive features, such as adjustable levels of difficulty and instant translation into other languages. And in some districts, teachers are using platforms like Apple's iBooks to create their own digital course materials."
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What Does Gamification Look Like In Classrooms? - Edudemic - 0 views

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    "Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren't ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or aren't) using gamification (or are interested in doing so) is a somewhat difficult task: Many people define gamification in different ways, when it may be a more accurate description to identify different levels of gamification. The handy infographic below takes a look at gamification and more 'serious gaming' in organizational learning. It offers some interesting statistics on just what types (or levels) of gamification are happening in classrooms. Keep reading to learn more!"
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CodeCombat - Learn how to code by playing a game - 0 views

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    "If you want to learn to program, you don't need lessons. You need to write a lot of code and have a great time doing it. That's what programming is about. It's gotta be fun. Not fun like yay a badge but fun like NO MOM I HAVE TO FINISH THE LEVEL! That's why CodeCombat is a multiplayer game, not a gamified lesson course. We won't stop until you can't stop--but this time, that's a good thing. If you're going to get addicted to some game, get addicted to this one and become one of the wizards of the tech age."
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10 Specific Ideas To Gamify Your Classroom - - 3 views

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    "In today's classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative for students to learn the required material, but also critical that students gain a sense of confidence toward their work, and find motivation to expand their learning. However, this can be difficult for some students, who may struggle in traditional, lecture-based class styles. For some students, finding the motivation to complete homework or prepare for class can be a constant struggle, especially when every effort is met with a poor grade or frustration from teachers and parents. Therefore, teachers must become more and more creative when motivating students to learn."
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Instructure Launches Minecraft MOOCs for K-12 -- THE Journal - 0 views

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    " "Even young kids have gotten very adept at Minecraft, so it can be quite intimidating for teachers," said Jason Schmidt, an instructional technologist for Bennington Public Schools who will teach the four-week MinecraftEdu MOOC, in a prepared statement. "If I can help get teachers over that hump, imagine how delighted students will be to have a learning environment tailored to their interests for a change." The other, Minecraft for Educators, "is a course for teachers who are wishing to gamify their learning experiences and deliver a unique pedagogy that will engage, enthuse and keep learners coming back for more," according to information released by the company. Both MOOCs are available through the Canvas Network. Minecraft for Educators will start January 26, 2015 and run through March 9. The company has also released a Minecraft app to allow students to submit assignments to the Canvas learning management system from within the game. Using the app, students can tag what they've made in the game for their teachers to visit, upload books they've written in game directly to the speed grader or use the game's circuitry tool to complete assignments that will be automatically graded. A video demonstration of the app is available at YouTube. Other MOOCs for teachers in the suite include: Digital Literacies 1; Digital Literacies 2; Five Habits of Highly Effective Teachers; Teachers without Borders: Educating Girls; and Tinker, Make and Learn. Among the other MOOC offerings in the new suite is a course designed specifically for parents, Parenting in the Digital Age, which aims to help them address issues such as cyberbullying, digital citizenship, exposure to inappropriate content, media literacy and screentime. Taught by Andrew Swickheimer, director of technology at Noblesville Schools, the self-paced course opens September 22. "Parental involvement in K-12 education has one of the biggest impacts on a child's commitment to learning," said Jared Stein, vice pres
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Middle School Maker Journey: First Month's Reflections | Edutopia - 0 views

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    "It's been a heady first month in Northfield Community Middle School's Technology, Engineering, and Design program. Kids are raving, parents are beaming, and it was a great start. But . . . what assumptions have we made that were valid? Or not? What's going well? What could be better? What adjustments are we making now that "Design Experience Zero" in Digital Shop has wrapped up, and our gamified learning management system, Black Mesa, is in full swing? Finally, what's ahead for the program longer-term? Back when our fantastic new learning space was still all gleaming and ready for kids to experience, compliments started rolling in, but I reminded people that creating the space and even building our LMS had been the easy part. The hard part would be (and is!) creating authentic learning experiences that purposefully engage the kids in mindful exploration (the Manifesto, remember?). Our goal: make the kids "life ready" by challenging them to take charge of their own learning -- something that school had never really asked them to do."
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9 Top Tactics for Using Video Games in the Classroom - 1 views

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    "Why use video games in the classroom as teaching tools? Let's be clear-we've come a long way from Asteroids and Space Invaders. The modern capabilities and designs of computer games provide endless opportunities for meaningful learning experiences. Used appropriately and effectively, technology can make a difference in students' lives and affect their attitude toward school in a positive way. So ditch the old stereotypes and misconceptions you may have about the ill effects of video games and reframe your perception in the light of using them to enhance learning. Gamification of classrooms isn't a new idea. The components of the gaming world lend themselves well to self-directed learning, because gaming taps into the variables which inherently motivate the desire for progress. In fact, using a set of constructs called game mechanics one could conceivably create situations that enhance learning by incorporating the kinds of motivating strategies found in today's best video games. Whether you choose to "gamify" your physical classroom all the way or only use video games as an occasional learning enhancement, making learning fun will positively reinforce students' experiences of school. Here are some suggestions on how to successfully use video games in the classroom."
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Game Jams: Students as Designers | K12 Online Conference - 1 views

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    "Game jams have been growing in popularity. In a game jam, teams are challenged to design a game in a short period of time. In essence, game jams are a game about making a game. Students apply systems thinking, user empathy, collaboration, storyboarding, and iterative design, while also learning how to tackle broad, open-ended problems. Matthew Farber, author of Gamify Your Classroom: A Field Guide to Game-Based Learning, will discuss his use of game jams in his middle school social studies classes, as well as digital game jams in the after school club he advises. He will share resources from the Moveable Game Jams he attended in the New York area this year, including Quest to Learn, in New York City, as well as the A. Harry Moore School Game Jam Day, in Jersey City, NY, which he facilitated."
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Kahoot! is gamifying the classroom (Wired UK) - 2 views

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    ""The minute you're born, you learn by playing together," says Åsmund Furuseth, VP for business development of Kahoot!, a game-based learning platform with one exclamation mark and 13 million monthly users. Furuseth and his colleagues at Kahoot! want students, parents and teachers to keep that process going into school and beyond. His company enables anyone to create their own game-based educational content, and helps to found new types of classrooms in which to best exploit it. Furuseth tells WIRED.co.uk he wants to "create an emotional connection between the learners so that they learn much better together -- this is what we believe is the future of how you learn"."
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