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John Evans

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."
John Evans

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."
John Evans

ISTE | Infographic: Make your learning fun and games - 2 views

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    "Game-based learning is moving into the mainstream as more platforms become available and more educators recognize the benefits of increased student engagement and achievement. On top of that, research shows some interesting side benefits. For instance, surgeons who play video games are 27 percent faster at advanced surgical procedures and make 37 percent fewer errors than colleagues who don't play. Educators can incorporate game elements, such as rewards and engagement, into learning in two ways: games and gamification."
John Evans

Announcing K12 Online 2014 Presenters | K12 Online Conference - 1 views

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    "Please join the organizers of the 2014 K12 Online Conference in congratulating our selected presenters for this year's conference! As in past years, our conference is organized into four strands. Each strand has an invited keynote speaker and additional selected speakers. Our conference begins October 13th with a pre-conference keynote presentation. Strands for 2014 are: Week of Oct 20 - 24: Stories for Learning and Games and Gamification Week of Oct 27 - 31: Passion Driven Learning and STEAM"
John Evans

Action Graphing: Math & Physics iPad App | Class Tech Tips - 1 views

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    "Gamification is a powerful way to engage students in the science and math classroom. The Universe and More, a nonprofit company founded by a high school teacher, has released a new game called Action Graphing. This iPad app helps students understand key concepts related to graphing.  Students will learn how to analyze and interpret graphs to model the motion of real objects.  They'll see how the slope of the line represents an object's velocity and the y-intercept of the line represents the object's position."
John Evans

What Game Based Learning Can Do for Student Achievement | EdSurge News - 2 views

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    "If I had written this article two years ago, it would have been very different. Back then, I would have made (or felt like I had to make) a compelling case for why we should even consider the idea of incorporating video games into classroom instruction. Back then, I would have expected most readers to incredulously click to the next article. But today, Game-Based Learning (GBL) and Gamification are gaining some real traction in the teaching community. At the recent OETC conference, the organizers dedicated an entire wing of the convention center to the subject, and educators weren't shy about their interest. When I presented on the subject at Common Ground 14, I had the dreaded "last-presentation-of-the-day" spot, but I was very pleased at the turnout and interest."
John Evans

The 23 Best Game-Based Education Resources for 2014 | Edudemic - 2 views

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    "Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it's an enjoyable, effective experience for students and teachers alike. We've curated 23 of the best game-based education resources for 2014. If your class hasn't gotten its game on yet, then now is the time."
John Evans

Playing with CodeMonkey | doug - off the record - 3 views

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    "Many of the applications for introductory program are based on the logo turtle concept.  Even at that presentation, there sometimes is a challenging entry point.  You have to understand the concept of the stage, the mathematics of location, movement, etc. before you even get started. In the case of CodeMonkey, they've take more of a challenge / gamification approach. Yes, you work directly with code instructions like STEP and TURN but they're done in the context of solving a problem.  The video above gives a nice description of how you or your students work within the environment. As with many of my obsessions with coding and Computer Science, it's just plain fun.  Stepping back for a moment, I had to reflect on the fact that they've introduced the concept of coding and problem solving in a very non-threatening manner.  I was quite impressed."
John Evans

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."
John Evans

No drop outs - how smart phones encourage homework - 0 views

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    "When nagging fails, turn to technology. Dr Grainne Oates noticed that her accountancy students were unmotivated away from the lecture hall. ''When I looked at their results and how they were performing, I found they were doing very little outside the classroom." She also noticed they were always attached to their mobile phones. She decided to use the idea of gamification - the strategy of turning a task into a game - and designed the HEd (Higher Education) app as a tool to change student behaviour. "
John Evans

Teaching Kids Finance and Smart Spending With Cryptocurrency | EdSurge News - 3 views

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    "how a fourth grader how to balance a checkbook and it won't be long before her eyes start to glaze over or his mind starts to wander off to more interesting things. Infuse a financial literacy lesson with terms like bitcoin or cryptocurrency, however, and the lesson gets a bit more interesting. Better yet, give the student a very hands-on, tech-centric way to experiment with those financial concepts, and suddenly you're in an entirely new learning realm. As it stands now, a high percentage of K-12 students never getting the tools and training they need to make informed financial decisions. Only a third of states require high school students to take a course in personal finance, while less than half require them to take a course in economics before graduating. So in a push to make learning more relevant-and fun-a pair of startups, BitLearn and Pigzbe, are fusing gamification with finance, propped up by digital currency tokens. Call it the 21st century piggy bank."
dcspencer

Twine: Text Adventure for Gamification - 1 views

Twine is an open source text adventure application that is free to use. Features include web standard technology, embedding 3rd party apps like Google Forms, and a simple mark up to modify the bas...

education technology classroom text-adventure twine open-source gamification

started by dcspencer on 21 Sep 18 no follow-up yet
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