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Game-Based Learning Units for the Everyday Teacher BY ANDREW MILLER 9/26/11| The Commit... - 157 views

  • One common myth about GBL is that it requires high-level technology. Another is that it is simply using games, whether physical or on the web, in the classroom. These ideas are not entirely true. Yes, GBL can be more rockstar when using technology, but it is not a requirement.
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(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."
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NuSkool- uses pop culture to enhance learning - 3 views

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    Gr6-12 "If students could develop their school's curriculum this is what it would look like. Find lessons that teach core academic subjects through popular culture including Math, Science, English, History and many more!"
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3D GameLab Guildsite - Let the journey begin! - 31 views

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    3D GameLab is a quest-based learning platform for teachers and students of all ages
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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.
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Woodland, J. (2011) Psychology for the classroom: E-Learning. Oxon: Routledge - 4 views

    • tecno teach
       
      Chapter 4 - Pedagogy Motivation through the possible 'white heat of technology' - the newness. * Emotional engagement *Immediacy * Action Engagement * Cognitive Engagement - see the Hierarchy of Engagement on page 75. * Creative and Critical Thinking - Bono's Six Thinking Hats and Technology * Using VLEs * Social Interaction - Oliver and McLaughlin (1996) proposed five levels of teacher-learner interaction: social, procedural, expository, explanatory and cognitive. * Engagement * Assessment
    • tecno teach
       
      Chapter 2 - Theory: * Piaget's stages of cognitive development and technologies. * Skiiner's programmed learning theory - technology programmes that are task analysis, sequencing of learning and presentation of concepts through step by step positive reinforcement. * Wenger Communities of Practice * Gilly Salmon (2005) five-step model of levels of maturity in online environments: access and motivation/ online socialisation/ information exchange/ knowledge construction/ learner development. * GBL and Avatars discussed.
    • tecno teach
       
      Those against technology - Tanya Byron stating they technology is affecting children's minds.
    • tecno teach
       
      Changing attitudes whilst online - different identities - different ways some converse.
    • tecno teach
       
      * Motivation of learning - attention, confidence, satisfaction, appreciation and relevance
    • tecno teach
       
      Key aspects of book of relevance: * explains e-Learning - cybergogy (online pedagogy) * 3 modes of learning - expository, active and interactive * synchronous and asynchronous learning alongside cognitive and social natures of learning
  • grounding in both theory and pedagogical application
  • current research,
  • ...5 more annotations...
  • s illustrative case studies
  • cybergogy
  • behaviourism, cognitivism and constructivism in the context of e-learning.
  • social networking;
  • cybergogy and new learning domains
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