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in title, tags, annotations or urlGames in Education - home - 0 views
Games for Change | Games for Change is the leading global advocate for supporting and making games for social impact. - 0 views
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Games for Change -- website for educational games that focus on positively changing the world: http://t.co/OXvD7cWG #kispd #edtech #ADEdu
Game Genres | Digital Play - 0 views
Quantum @ Massively Minecraft - 0 views
Adrian Camm - 0 views
Creating Rubrics in Minecraft - EdTech Blog at Chatsworth - 0 views
textadventures.co.uk - Play text adventure games online - 0 views
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Creating text-based games at http://t.co/tXSLumBX2w with @adriancamm #coetail #coetail4 #yispd - Kim Cofino (@mscofino) November 16, 2013 Creating text-based games at http://t.co/tXSLumBX2w with @adriancamm #coetail #coetail4 #yispd
Using Text Adventures in Education - 1 views
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Woohoo! Students can work in groups to create text-based adventure games too: http://t.co/tQihq0o1H8 Thanks @JungnitschM #yispd #coetail4 - Kim Cofino (@mscofino) November 17, 2013 Woohoo! Students can work in groups to create text-based adven...
gamesined.wikispaces.com - 0 views
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Tons of fantastic resources from @adriancamm about games in education here: http://t.co/EdEHSYbPLD #yispd #coetail #coetail4 - Kim Cofino (@mscofino) November 17, 2013 Tons of fantastic resources from @adriancamm about games in education here:...
http://scottnicholson.com/pubs/meaningfulframework.pdf - 0 views
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Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the activity, as it replaces internal motivation with external motivation. If, however, the game design elements can be made meaningful to the user through information, then internal motivation can be improved as there is less need to emphasize external rewards. This paper introduces the concept of meaningful gamification through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content.