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Mark Glynn

(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."
Mark Glynn

(32) (PDF) Gamification in Education: A Systematic Mapping Study | Gennady Agre - Acade... - 11 views

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    "While gamification is gaining ground in business, marketing, corporate management, health insurance,ecology and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education.The study is limited to papers that discuss explicitly the effects of use of game elements in specificeducational contexts. It employs a systematic mapping design. Accordingly, a categorical structure forclassifying the research results is proposed based on the extracted topics discussed in the reviewed papers. The categories include gamification design principles, game mechanics, context of applyinggamification, consisting of type of application, educational level, and academic subject,implementation and evaluation. By mapping the published work to the classification criteria andanalyzing them, the study highlights the directions of the currently conducted empirical research onapplying gamification to education. It also indicates some major obstacles and needs, such as the needfor a proper technological support, the need for controlled studies demonstrating reliable positive ornegative results of using specific game elements in particular educational contexts, etc. Although mostof the reviewed papers report promising results, more substantial empirical research is needed todetermine whether both extrinsic and intrinsic motivation of the learners can be influenced bygamification"
Ryan Evans

10 Best Practices for Implementing Gamification - 15 views

  • make sure you know what constitutes success.
  • Only use gamification as a learning solution when it makes sense and resonates with learners. 
  • Explain why the learners are earning points, who they are trying to save, why they are searching for a treasure. Remember, gamification works well when it is within a context—create a reason why learners should interact with the content you have created.
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  • Retrieval practice requires learners to recall information rather than simply re-read or re-listen to it.
  • The learners should be able to directly link their actions and activities to a score so they know what they need to do to be successful.
  • Keep leaderboards small
  • Use levels and badges appropriately
  • Let the learner know how many levels they are going to need to complete before the learning is over.
  • Badges, on the other hand, are good for showing non-linear progress. Badges can be tied to either terminal or enabling objectives. Also, if possible provide a place where learners can “show off” badges to leverage the social effectiveness of gamification. 
  • Bonus: monitor learner progress
Glenn Hervieux

6 new ways to play a Quizlet Live game - 25 views

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    Matt Miller blogs some fresh ways to use Quizlet live in the classroom
Jesús Serrano

Ideas para que apliques la gamificación en el aula el próximo curso | aulaPla... - 3 views

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    Te contamos las ventajas de gamificar la clase y recopilamos recursos e ideas para que puedas poner en práctica esta estrategia didáctica el próximo curso.
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    Te contamos las ventajas de gamificar la clase y recopilamos recursos e ideas para que puedas poner en práctica esta estrategia didáctica el próximo curso.
Deborah Baillesderr

Digital Compass | Common Sense Media - 44 views

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    "Learn the fundamentals of digital citizenship through animated, choose-your-own-adventure interactive experiences, designed for grades 6-9. Invite students to explore digital dilemmas, make good (and not-so-good) decisions, and try out possible solutions through stories and mini-games - all without risking their real-world reputations. Discover how Common Sense Education's award-winning digital literacy and citizenship curriculum seamlessly integrates into blended-learning environments. "
Tony Bollino

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.
Deborah Baillesderr

Fantasy Geopolitics - 56 views

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    "Think "fantasy football for social studies, literacy standards, and world news". I think my students are going to love this!
Randolph Hollingsworth

Ivanhoe Game | A Praxis Program Project by graduate students in the UVa's Scholars' Lab - 27 views

Michelle Kassorla

Call for Participation: The Generative Literature Project - 20 views

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    We need the participation of 10-12 Creative Writing/Digital Writing Professors and their classes in Fall 2014 to create a generative, digital, gamified, online novel. Application Deadline: June 15
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