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garth nichols

Game Changers | Canadian Education Association (CEA) - 0 views

  • In 2011, game designer Jane McGonigal published Reality is Broken, where she outlined four simple rules that define a game: a goal, rules, a feedback system, and voluntary participation. Both Jeopardy and The History of Biology fit this definition, but clearly there is a difference between games that teach the recall of facts and those that teach higher-order thinking skills.
  • esame Workshop, published a paper in 2011 called “Games for a Digital Age.” They distinguish between short-form games, “which provide tools for practice and focused concepts,” and long-form games, “which are focused on higher order thinking skills.” This is a useful first distinction teachers can use when evaluating games for use in the classroom.
  • A theme that comes up with teachers who use long-form video games is teaching empathy. “When I first started teaching natural disasters in Grade 7, there were case studies in the textbook, or videos,” says Mike Farley, a high-school teacher at the University of Toronto Schools (UTS). “When we invite students to play a simulation like Stop Disasters or Inside the Haiti Earthquake, they are more immersed; there’s more of an emotional learning.”
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  • UTS Principal Rosemary Evans sees these as “unique learning experiences,” different for each student with each session of play. “What excites me is the experiential component,” she says. “The simulations lead to an authentic experience, where the game environment represents different points of view.”
  • Justin Medved , the Director of Instructional Innovation at The York School, likes to talk about “layers of learning” taking place in the best games. “To what extent does the game offer an experience that offers some critical thinking, decision making, complexity, or opportunity for discussion and debate?” says Medved. The content is the first layer the students interact with, but meta-content skills can take longer to teach. Medved looks for “any opportunity for players to go out and do some research and thinking before coming back to the game.” Many games, says Medved, are super-fast and he tries to intentionally slow them down to allow for deeper thinking. “We want some level of learning to be slow, to discuss bias or different perspectives. Over time you can see a narrative unfolding.”
  • The question of whether to game or not game in class is not one of technology. It is one of pedagogy that starts and ends with the teacher. It is our job to provide a framework for deciding which games can be used in which contexts, and to use the best of the game world to inspire our students to higher-order thinking.
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    "Game Changers How digital games are creating new learning experiences Using games to teach discrete topics in the classroom is not a new phenomenon; however, games can also be used to teach higher-order thinking skills such as critical thinking, decision-making, creativity and communication. These so-called "long-form" games need to be contextualized by the teacher and woven into a robust curriculum of complimentary activities. Innovative educational gaming companies focus on developing high-quality digital content but also on the pedagogical implications of embedding the game in existing curriculum. Data collected from long-form digital games can be used to personalize instruction for students who are getting stuck on certain concepts or learn in a particular way. As games get more sophisticated, so must the teacher's understanding of the way students use them in the classroom."
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    For those interested in applying characteristics of gaming to their teaching.
Derek Doucet

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 views

  • 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.
  • Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
  • Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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  • Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
  • Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  • Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
  • Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
  • Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
  • How to Gamify Your Classroom
  • Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
  • Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
  • Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
  • Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  • Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
  • Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
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    A great intro to gamifying your classroom.
Justin Medved

11 Great Game Making Tools for Schools | graphite Blog - 1 views

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    "Game development is fun and challenging, energizing classrooms and getting students thinking in new and exciting ways. And by creating games, students can show what they know -- and have fun doing it. These picks are all great options for entry-level game creation, easing kids into building games that are a blast to play."
Sarah Bylsma

5 Important Web Tools Students Can Use to Create Educational Games ~ Educational Techno... - 0 views

  • In education 1.0, online games which are nothing else but electronic worksheets were played in one unidirectional  way and there was only way correct way for players to win ; in education 2.0 commercial  games have made it into the educational scene and teachers and students started using them, examples of these games include: SIMs, World of Warcraft, Portal. However, in education 3.0, learners are not only using these commercial games in unique ways but they are also using several platforms to create their own games.
  • JeopardyLabs allows you to create a customized jeopardy template without PowerPoint.
  • Purpose Games allows you to create your own games, host your own groups / classes, study for a test, or just dazzle us with your knowledge. PurposeGames is a completely FREE service!
farley_mike

Games for Change | Games for Change is the leading global advocate for supporting and m... - 0 views

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    Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
Justin Medved

Breakout EDU - 0 views

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    "Breakout EDU creates ultra-engaging learning games for people of all ages. Games (Breakouts) teach teamwork, problem solving, critical thinking, and troubleshooting by presenting participants with challenges that ignite their natural drive to problem-solve. Breakouts are perfect for classrooms, staff trainings, dinner parties, and at home with the family! At the end of a Breakout, your players will be eager for the next! Speciality K-12 Breakouts can be used to teach core academic subjects including math, science, history, language arts and have embedded standards that apply problem solving strategies within a real world OR collaborative context."
Sarah Bylsma

GamePress - Create, Share, Play. on the App Store on iTunes - 0 views

  • GamePress is a game creation app that allows anyone to make the games of their imaginations with no programming or graphic design
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    Have your students create their own games
farley_mike

Gaming the Education System? | The Agenda - 1 views

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    Great video that includes Cohort 21 leader Justin Medved speaking about Games in Education.
Justin Medved

graphite | The best apps, games, websites, and digital curricula rated for learning - 5 views

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    "Great new tool to help find the best apps, games, websites, and digital curricula rated for learning."
Justin Medved

Thinking Skills Club - Home - 0 views

  • The Brain Puzzle The Thinking Skills Club organizes fun, cognitively enriching games into a curriculum disguised as a brain puzzle. The puzzle pieces fill with colour as games are passed in all 6 areas of the site: Executive Function, Problem Solving, Memory, Processing Speed, Social Skills and Attention.
Justin Medved

Gamification Series Part 1- 15: The Next Level - 1 views

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    "Complete Gamification Series Part 1: Introduction Part 2: What is Gamification? Part 3: Why Gamify? Part 4: Our Quest Part 5: Student Viewpoints on Gamification Part 6: Gaming Terminology Part 7: Leveling Part 8: Badges & Achievements Part 9: XP & Grades By Attrition Part 10: Guilds / Team Missions Part 11: Leaderboards Part 12: Narrative / Avatars Part 13: Managing Gamification Part 14: Results Part 15: The Next Level"
lesmcbeth

Games for fresh thinking and ideas | Gamestorming - 0 views

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    Looking for an activity to help your students brainstorm (because come on, your typical "popcorn" style brainstorm isn't really generating much excitement in your classoorm)...look no further!
garth nichols

What The Screen Time Experts Do With Their Own Kids | MindShift | KQED News - 2 views

  • They unplug at family dinner and before bed. They have a family movie night on Fridays, which is an example of the principle Radesky touts in her research, of “joint media engagement,” or simply sharing screen time.
  • But more than just limiting time, says Radesky, “I try to help my older son be aware of the way he reacts to video games or how to interpret information we find online.” For example, she tries to explain how he is being manipulated by games that ask him to make purchases while playing.
  • She sums up her findings from over a decade of research: “As kids and adults watch or use screens, with light shining in their eyes and close to their face, bedtime gets delayed. It takes longer to fall asleep, sleep quality is reduced and total sleep time is decreased.”
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  • No screens in the hour before bed, no screens in the bedroom and no screens as part of the bedtime routine.
  • “You don’t want to look at a screen before bed because it tells your brain to stay awake.”
  • His materials promote the formula 5- 2- 1- 0. That means five servings of fruits and vegetables a day, no more than two hours of screens, one hour of physical activity, and no sugary beverages
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    "They unplug at family dinner and before bed. They have a family movie night on Fridays, which is an example of the principle Radesky touts in her research, of "joint media engagement," or simply sharing screen time."
Marcie Lewis

Exploratorium: the museum of science, art and human perception - 1 views

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    The Exploratorium is a museum of science, art, and human perception in San Francisco. The website offers a place where students can explore their curiosity through videos, reading, educational games, and other activities. There is a wealth of scientific information that is engaging for young people!
Justin Medved

Outlook for online learning in 2013: online learning comes of age - 1 views

  • Initially in many institutions the move will be crude pedagogically, with an emphasis on video recording of lectures and flipped classes, or merely increasing the amount of online learning supporting regular classes. Over time, though, as instructors get more experience in hybrid learning, get more instructional design support, and greater pressure from the administration, full course re-design will increase, but major redesigns around hybrid learning may take as long as five years in many institutions. One reason for this slow adoption of re-design is the current lack of appropriate models for hybrid learning that have been tested and evaluated; this will change though as experience grows. Best practice for hybrid learning will emerge, as it did for fully online learning.
  • 10. Expect the unexpected: One year: 100%; Three years: 100%; Five years: 100% These are the monsters lurking in the shadows. In online learning, the only thing you can really be certain of is the uncertainty. These are Donald Rumsfeld’s unknown unknowns, so by definition they are unpredictable or non-forecastable. However, there are also some known unknowns that perhaps we should discuss. (MOOCs are good examples – they were known in 2011, but the likelihood that they would take off in 2012 in the way they did was not known, at least by most pundits.) Here are some possible bogeymen to lie awake worrying about:
  • the privatization of post-secondary education in the USA. Many states are in dire financial trouble. Will this result in some states privatizing their public post-secondary education systems? What price would Alabama State University fetch from a commercial buyer and how would that affect the state’s finances? If some states do decide on privatization, expect online learning to increase – indeed, online learning will likely increase in financially challenged states without privatization, because, rightly or wrongly, it will be seen as cheaper; also expect federal student financial aid to take a hit in the USA as Congress grapples with the deficit. a major Internet player (Apple, Google, Facebook or Amazon) jumps into the online learning market, perhaps in partnership with some elite universities, and takes a major share of the for-credit online market, because of lower costs, quality content, and accreditation from elite universities (but with a different category of degree from their on-campus programs) The US Congress backs publishers and shuts down all publicly funded open educational resources; copyright legislation is tightened on US-based Internet companies making it all but impossible to use educational resources over the Internet for free major power shortages/outages, due to bad weather/a surge in energy prices/political activists (pick your reason) makes online delivery increasingly unreliable during winter quantum computing arrives at a reasonable cost and completely changes the game.
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    "What's primarily going to drive this move to the centre is not MOOCs but hybrid learning, by which I mean the re-design of courses to integrate the best of online and campus-based teaching. This is being driven by dissatisfaction with very large lecture classes in first and second year university courses, the need for increased productivity/better learning in times of economic austerity, and faculty's increasing familiarity with online learning in supporting regular lecture-based classroom teaching."
garth nichols

Stop Penalizing Boys for Not Being Able to Sit Still at School - Jessica Lahey - The At... - 1 views

  • The authors of this study conclude that teacher bias regarding behavior, rather than academic perfor
  • mance, penalizes boys as early as kindergarten. On average, boys receive lower behavioral assessment scores from teachers, and those scores affect teachers' overall perceptions of boys' intelligence and achievement.
  • The most effective lessons included more than one of these elements: Lessons that result in an end product--a booklet, a catapult, a poem, or a comic strip, for example. Lessons that are structured as competitive games. Lessons requiring motor activity. Lessons requiring boys to assume responsibility for the learning of others. Lessons that require boys to address open questions or unsolved problems. Lessons that require a combination of competition and teamwork. Lessons that focus on independent, personal discovery and realization. Lessons that introduce drama in the form of novelty or surprise.
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  • Split the class into groups of four and spread them around the room. Each team will need paper and pencils. At the front of the room, place copies of a document including all of the material that has been taught in some sort of graphical form--a spider diagram, for example. Then tell the students that one person from each group may come up to the front of the classroom and look at the document for thirty seconds. When those thirty seconds are up, they return to their group and write down what they remember in an attempt to re-create the original document in its entirety. The students rotate through the process until the group has pieced the original document back together as a team, from memory. These end products may be "graded" by other teams, and as a final exercise, each student can be required to return to his desk and re-create the document on his own.
  • Rather than penalize the boys' relatively higher energy and competitive drive, the most effective way to teach boys is to take advantage of that high energy, curiosity, and thirst for competition. While Reichert and Hawley's research was conducted in all-boys schools, these lessons can be used in all classrooms, with both boys and girls.
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    Great article on Boys' Education
lesmcbeth

Learning Matrix | Gamestorming - 1 views

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    A great idea for an AAL activity at the end of a project or assignment. Students can reflect on their learning as well as their teamwork/collaboration.
Christina Schindler

Study: Computer Science Gender Gap Widens Despite Increase in Jobs | Data Mine | US News - 0 views

  • Middle School Is Key to Girls' Coding Interest
  • study offers insight into factors that create either positive and negative associations with computer science for girls at the middle school, high school and college levels, as well as strategies for educators to make computer science more appealing to girls.
  • computing appeal for girls peaks in middle school, where having an inspiring teacher and thinking that coding is "for girls" are instrumental in sparking interest
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  • The study suggests generating coding enthusiasm through fun hands-on experiences like computer games, and supporting parents and teachers as they educate young girls about coding
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    This is a summary of a study that offers insights into the impact that early exposure to coding can have on possible post secondary study and careers in computer science for girls.
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