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Steve Knode

100 Days of Code - The Complete Python Course - Replit - 11 views

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    100 day course to learn Python. In this course, you will build games, apps, and websites by mastering Python programming. Free, I think
david stong

Let Grow - When Adults Step Back, Kids Step Up. - 10 views

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    When we let them organize their own games and solve the inevitable spats, they build the social-emotional skills they'll need for life.
denicem1

Gaming in Education: Using Games as a Support Tool to Teach History - 13 views

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    This article describes how gaming applications can be used effectively as a teaching strategy and not an interference to learning.
Anthony Giannini

Discipline - 15 views

  •      ClassPeriodSectionDaysRoomSemester Computer Information & Technology 1 1A,B167S1, S2 Computer and Information Technology 2 1B314S1, S2 Computer and Information Technology 3 2B314S1, S2 Computer Applications 4 1A,B314S1, S2 to
  • 12345
  • ClassesSearchCampusReportsActionsMissing StudentsMessagesMy Home Welcome, Anthony Giannini, today is Friday, December 6, 2019 #pnlExpand, #pnlCollapse{ padding-top: 5px; padding-bottom: 10px; } Show Cycle Day Information Hide Cycle Day Information Cycle day B in Emanuel Axelrod Education Center - John A. Flannery High School and John A. Flannery Middle School Cycle day B in Regional Education Center At Arden Hill - Marguerite A. Flood Middle School, Marguerite A. Flood High School, Academy at Arden Hill High School and Academy at Arden Hill Middle School Cycle day B in Chester School District Satellite - Chester Academy Satellite MS CurrentTodayAll Take attendance at: 01 02 03 04 05 06 07 08 09 10 11 12 : 00 01 02 03 04 05</opti
Martin Leicht

Leaders Don't Hide Behind Data - 6 views

    • Martin Leicht
       
      Staying busy is not the same as being productive.
  • A/B testing is a trap because it insulates us from A/J testing. A/B testing is an asymptotic stroll toward a local maximum.
  • And busyness is a trap because it allows us to believe that we’ve actually created value.
  • ...9 more annotations...
  • What you’re not doing is inspiring your team to level up. What you’re not doing is inventing a new game. Instead, you’re playing someone else’s game.
    • Martin Leicht
       
      Creating a mechanics, dynamics, & aesthetics (game) comes with risk(s). And one can understand why we stick to creating value and management.
  • There are two traps
  • First, it’s easier than ever to do A/B testing
  • Second, it’s easier to stay busy.
  • Leadership is the art of doing things you’re not sure of, and doing them with enrollment instead of authority.
    • Martin Leicht
       
      Leadership = uncertainty + enrolment.
  • On the other hand, leadership is voluntary. Those who follow you must be enrolled in your journey and persuaded to follow (and contribute to) your vision.
  • Digital charisma doesn’t feel like management, and it requires alternative channels. Human channels. Channels that involve actually showing up, not hiding behind a system.
  • how can you possibly listen back?
    • Martin Leicht
       
      How do we listen back?
  • We can learn quite a bit from how the modern cultural leaders of Instagram and Facebook use their platform, despite so many of their habits we’d prefer to avoid.
    • Martin Leicht
       
      Through FB and IG modern cultural leaders affect change because they have "chosen" to do so. Not because anyone game them the authority. They chose to tell a different story.
Mark Glynn

(32) (PDF) An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education | Brad Wiggins - Academia.edu - 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 - 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"
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