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Mark Glynn

(32) (PDF) Gamification in Education: A Systematic Mapping Study | Gennady Agre - Academia.edu - 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"
Martin Burrett

Book: Wellbeing in the Primary Classroom by @AdrianBethune via @BloomsburyEd - UKEdChat - 2 views

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    "In his new book, Adrian Bethune explores different angles of the life of children who are of primary-school age. For example, in a fascinating first chapter, Bethune examines our tribal roots, tapping into our pupils' primitive social instincts and their powerful effects on wellbeing and ability to learn. Citing the work of Louis Cozolino (Click here to view The Social Neuroscience of Education: Optimizing Attachment and Learning in the Classroom by Louis Cozolino on Amazon UK - worthy of a read itself) a tribal classroom embodies tribal qualities including a tribal leader, cooperation, teamwork, equality, fairness, trust and strong personal relationships. Such qualities enable everyone to feel valued and a feeling of a big family, helping secure positive relationships - the role of the teacher in this relationship is to help pupils feel like they belong, which is fundamental to learning. Developing this tribal theme, Bethune the proceeds to share ideas to be implemented in the primary classroom to help cultivate such positive relationships, including the design of a team flag, greetings and endings, teaching social skills, and building humour and games into the setting."
Martin Burrett

Wired - 19 views

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    "Superb adventure platform and puzzle game which teaches about electricity and electrical circuits, designed by the engineering department at the University of Cambridge. Play in your browser or download from Steam."
Martin Burrett

Sketchnation - 26 views

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    "This is a great iPad, Android and web app which lets users design and play simple games by drawing the character and backgrounds."
Martin Burrett

Guess What? - 58 views

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    "A 'Guess Who' game template to customise digitally, or print the blank template for pupils to design their own. Get students thinking about chemical elements, rivers of the world, types of words, or anything else!"
globalwrobel

Digital Natives: Do They Really THINK Differently? - 41 views

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    by Marc Prensky Our children today are being socialized in a way that is vastly different from their parents. The numbers are overwhelming: over 10,000 hours playing videogames, over 200,000 emails and instant messages sent and received; over 10,000 hours talking on digital cell phones; over 20,000 hours watching TV (a high percentage fast speed MTV), over 500,000 commercials seen-all before the kids leave college. And, maybe, at the very most, 5,000 hours of book reading. These are today's ―Digital Native‖ students. 1 In Digital Natives, Digital Immigrants: Part I, I discussed how the differences between our Digital Native students and their Digital Immigrant teachers lie at the root of a great many of today's educational problems. I suggested that Digital Natives' brains are likely physically different as a result of the digital input they received growing up. And I submitted that learning via digital games is one good way to reach Digital Natives in their ―native language.‖ Here I present evidence for why I think this is so. It comes from neurobiology, social psychology, and from studies done on children using games for learning.
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    by Marc Prensky Our children today are being socialized in a way that is vastly different from their parents. The numbers are overwhelming: over 10,000 hours playing videogames, over 200,000 emails and instant messages sent and received; over 10,000 hours talking on digital cell phones; over 20,000 hours watching TV (a high percentage fast speed MTV), over 500,000 commercials seen-all before the kids leave college. And, maybe, at the very most, 5,000 hours of book reading. These are today's ―Digital Native‖ students. 1 In Digital Natives, Digital Immigrants: Part I, I discussed how the differences between our Digital Native students and their Digital Immigrant teachers lie at the root of a great many of today's educational problems. I suggested that Digital Natives' brains are likely physically different as a result of the digital input they received growing up. And I submitted that learning via digital games is one good way to reach Digital Natives in their ―native language.‖ Here I present evidence for why I think this is so. It comes from neurobiology, social psychology, and from studies done on children using games for learning.
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    Hi. I wrote a paper about digital natives as part of an anthropology assignment for a doctoral course. Researchers from around the world have empirically proven that Prensky's theories are false. Additionally, while neuroscience has shown that brains do change as a result of neuroplasticity, to argue that it is generational is also a false claim. Though cognitive theory shows that learners bring their prior experiences to the interpretation of new educational opportunities - impacting attention and interpretation - all generations have had this occur. There is merit to the point that we should take learner's prior experience into consideration when designing instruction; however, Prensky's digital native claims may have done more to create tension between students and teachers than to provide instructional support. If you would like any of the scholarly studies, I have a published reference list at http://brholland.com/reference-list. Beth
Martin Burrett

Minetest - 30 views

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    "Free, open source version of Minecraft. Enable 'Creative Mode' to let your pupils to build as their imagination and creativity allows. Download for Windows, Mac or Android devices. The game is supported by a community and a huge set of mods to modify the game for individual needs."
Lyn Lord

Circuitboard Education - 37 views

We are excited to announce the launch of the educational consulting partnership Circuitboard Education, LLC at CircuitboardEducation.com . Circuitboard Education, CBE, is a consulting and design te...

Games and classrooms. Authentic assessments.

started by Lyn Lord on 02 Dec 16 no follow-up yet
amberdewire

Educational Leadership:Feedback for Learning:Seven Keys to Effective Feedback - 87 views

  • Whether the feedback was in the observable effects or from other people, in every case the information received was not advice, nor was the performance evaluated. No one told me as a performer what to do differently or how "good" or "bad" my results were. (You might think that the reader of my writing was judging my work, but look at the words used again: She simply played back the effect my writing had on her as a reader.) Nor did any of the three people tell me what to do (which is what many people erroneously think feedback is—advice). Guidance would be premature; I first need to receive feedback on what I did or didn't do that would warrant such advice.
  • Decades of education research support the idea that by teaching less and providing more feedback, we can produce greater learning (see Bransford, Brown, & Cocking, 2000; Hattie, 2008; Marzano, Pickering, & Pollock, 2001).
  • Feedback Essentials
  • ...25 more annotations...
  • Goal-Referenced
  • Tangible and Transparent
  • Actionable
  • User-Friendly
  • Timely
  • Ongoing
  • Consistent
  • Progress Toward a Goal
  • But There's No Time!"
  • remember that feedback does not need to come only from the teacher, or even from people at all. Technology is one powerful tool—part of the power of computer-assisted learning is unlimited, timely feedback and opportunities to use it.
  • learners are often unclear about the specific goal of a task or lesson, so it is crucial to remind them about the goal and the criteria by which they should self-assess
  • I recommend that all teachers videotape their own classes at least once a month. It was a transformative experience for me when I did it as a beginning teacher.
  • research shows that less teaching plus more feedback is the key to achieving greater learning.
  • Even if feedback is specific and accurate in the eyes of experts or bystanders, it is not of much value if the user cannot understand it or is overwhelmed by it.
  • Adjusting our performance depends on not only receiving feedback but also having opportunities to use it.
  • Clearly, performers can only adjust their performance successfully if the information fed back to them is stable, accurate, and trustworthy. In education, that means teachers have to be on the same page about what high-quality work is. Teachers need to look at student work together, becoming more consistent over time and formalizing their judgments in highly descriptive rubrics supported by anchor products and performances.
  • Score student work in the fall and winter against spring standards, use more pre-and post-assessments to measure progress toward these standards, and do the item analysis to note what each student needs to work on for better future performance.
  • Effective supervisors and coaches work hard to carefully observe and comment on what they observed, based on a clear statement of goals. That's why I always ask when visiting a class, "What would you like me to look for and perhaps count?"
  • . Less teaching, more feedback. Less feedback that comes only from you, and more tangible feedback designed into the performance itself.
  • how we are doing in our efforts to reach a goal.
  • get another opportunity to receive and learn from the feedback.
  • computer games
  • quickly adapt
  • ack, do you have some ideas about how to improve?" This approach will build greater autono
  • ck, do you have some ideas about how to improve?" This approach will build greater autono
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    Wiggins Advice, evaluation, grades-none of these provide the descriptive information that students need to reach their goals. What is true feedback-and how can it improve learning? Who would dispute the idea that feedback is a good thing? Both common sense and research make it clear: Formative assessment, consisting of lots of feedback and opportunities to use that feedback, enhances performance and achievement. Yet even John Hattie (2008), whose decades of research revealed that feedback was among the most powerful influences on achievement, acknowledges that he has "struggled to understand the concept" (p. 173). And many writings on the subject don't even attempt to define the term. To improve formative assessment practices among both teachers and assessment designers, we need to look more closely at just what feedback is-and isn't.
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    Effective Feedback - Grant Wiggins
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. "
Glenn Hervieux

Ecosystem Explorer | EARTH A New Wild | Science | Interactive | PBS LearningMedia - 46 views

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    "Inspired by content from the upcoming PBS series EARTH A New Wild, the Ecosystem Explorer is a collection of videos, games, and infographics designed to take students deep into the ecosystems of three thrilling animals: vultures, wolves, and sharks. Use the related videos highlighted below to introduce each ecosystem and discover that the relationship between animals and humans is often much more complicated than we realize. Then, encourage students to play through the interactive and discover more exciting science about the ecology and conservation of these three worlds."
Lisa C. Hurst

Inside the School Silicon Valley Thinks Will Save Education | WIRED - 9 views

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    "AUTHOR: ISSIE LAPOWSKY. ISSIE LAPOWSKY DATE OF PUBLICATION: 05.04.15. 05.04.15 TIME OF PUBLICATION: 7:00 AM. 7:00 AM INSIDE THE SCHOOL SILICON VALLEY THINKS WILL SAVE EDUCATION Click to Open Overlay Gallery Students in the youngest class at the Fort Mason AltSchool help their teacher, Jennifer Aguilar, compile a list of what they know and what they want to know about butterflies. CHRISTIE HEMM KLOK/WIRED SO YOU'RE A parent, thinking about sending your 7-year-old to this rogue startup of a school you heard about from your friend's neighbor's sister. It's prospective parent information day, and you make the trek to San Francisco's South of Market neighborhood. You walk up to the second floor of the school, file into a glass-walled conference room overlooking a classroom, and take a seat alongside dozens of other parents who, like you, feel that public schools-with their endless bubble-filled tests, 38-kid classrooms, and antiquated approach to learning-just aren't cutting it. At the same time, you're thinking: this school is kind of weird. On one side of the glass is a cheery little scene, with two teachers leading two different middle school lessons on opposite ends of the room. But on the other side is something altogether unusual: an airy and open office with vaulted ceilings, sunlight streaming onto low-slung couches, and rows of hoodie-wearing employees typing away on their computers while munching on free snacks from the kitchen. And while you can't quite be sure, you think that might be a robot on wheels roaming about. Then there's the guy who's standing at the front of the conference room, the school's founder. Dressed in the San Francisco standard issue t-shirt and jeans, he's unlike any school administrator you've ever met. But the more he talks about how this school uses technology to enhance and individualize education, the more you start to like what he has to say. And so, if you are truly fed up with the school stat
Deborah Baillesderr

ScratchJr - Home - 59 views

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    An iPad and junior version of the well know programming platform Scratch. The app has been designed for 5+ year olds and boosts simplified versions features of the more mature version. Children still snap programming blocks together to build amazingly creative things. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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    Scratch for ages 5 to 7
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    "Coding is the new literacy! With ScratchJr, young children (ages 5-7) can program their own interactive stories and games. In the process, they learn to solve problems, design projects, and express themselves creatively on the computer."
Jim Aird

Feds Call on Universities for Ideas for 'Experimental Sites,' New Learning Technologies -- Campus Technology - 32 views

  • Education, particularly K-12 education, remains relatively untouched by advances in our understanding of how people learn, how to design instruction that incorporates those insights, and the explosion in information technologies such as low-cost smartphones and tablets, cloud computing, broadband networks, speech recognition and speech synthesis, predictive analytics, data mining, machine learning, intelligent tutors, simulations, games, computer-[supported] collaborative work, and many other technologies.
Maureen Greenbaum

SNHU: How Paul LeBlanc's tiny school has become a giant of higher education. - 1 views

  • Students are referred to as “customers.”
  • t deploys data analytics for everything from anticipating future demand to figuring out which students are most likely to stumble.
  • “Public institutions will not see increasing state funding and private colleges will not see ever-rising tuition.”
  • ...8 more annotations...
  • tackle what colleges were doing poorly: graduating students. Half the students who enroll in post-secondary education never get a degree but still accumulate debt
  • school spends millions to employ more than 160 “admissions counselors” who man the phones, especially on weekends, guiding prospective students into the right degree program
  • vast majority are working adults, many with families, whose lives rarely align with an academic timetable.
  • “College is designed in every way for that 20 percent—cost, time, scheduling, everything,” says LeBlanc. He set out to create an institution for the other 80 percent, one that was flexible and offered a seamless online experience
  • low completion rate can be blamed partly on the fact that college is still designed for 18-year-olds who are signing up for an immersive, four-year experience replete with football games and beer-drinking. But those traditional students make up only 20 percent of the post-secondary population.
  • online courses are created centrally and then farmed out to a small army of adjuncts hired for as little as $2,200 a class. Those adjuncts have scant leeway in crafting the learning experience.
  • An instructor’s main job is to swoop in when a student is in trouble. Often, they don’t pick up the warning signs themselves. Instead, SNHU’s predictive analytics platform plays watchdog, sending up a red flag to an instructor when a student hasn’t logged on recently or has spent too much time on an assignment
  • highly standardized courses, and adjuncts who act more like coaches than professors
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    The Amazon of Higher Education- How tiny, struggling Southern New Hampshire University has become a behemoth.
Martin Burrett

Beluga Learning - 50 views

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    This is a 'must try' maths iPad app. Play fun, useful and beautifully designed games for every numeracy topic. Adding to algebra! The more you play, the more levels that get unlocked. http://ictmagic.wikispaces.com/Maths
Martin Burrett

Sketch Nation - 46 views

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    This is a great iPad app which lets users design and play simple games by drawing the character and backgrounds. Download the app at https://itunes.apple.com/gb/app/sketch-nation-studio/id506337826 http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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