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Blair Peterson

7 Things You Should Know About Gamification - 0 views

  • Gamification is the application of game elements in non-gaming situations, often to motivate or influence behavior.
  • Gamification offers instructors numerous creative opportunities to enliven their instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work.
Blair Peterson

Articulate - Word of Mouth Blog - Using Gamification To Transform Your Learners from An... - 0 views

  • He explains that gamification involves crafting an experience where a player engages in a challenge and uses interactivity and dynamic feedback to make decisions and work toward a specific outcome.
  • where you present a challenge, the learner makes choices, and the choices produce consequences
smenegh Meneghini

3D GameLab Teacher Camp! - 0 views

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    in August 2013!
Blair Peterson

Game On | edtechdigest.com - 0 views

  • When the school was created, a research and design studio known as Mission Lab was integrated into the design of the school by founding partner Institute of Play. The goal of Mission Lab is to help teachers teach the way they wish they could — the way they dream of engaging their students, were it not for the lack of support and other obstacles that often get in the way. Mission Lab supports teachers by pairing them with a game designer and a curriculum designer (staffed by the Institute of Play) who help make the teacher’s vision a reality, providing support throughout the process of design and implementation.
  • Teachers in their first year at the school have two weekly curriculum meetings built into their schedule, and meetings for returning teachers are scheduled on an as-needed basis, usually once a week.
  • he mission narrative, or context, is developed once the teacher, game designer, and curriculum designer have identified the big ideas, learning goals, and standards for the trimester.
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  • The dystopian fiction mission is called ‘The Blurred Line,’ as it asks students, “What is the line between dystopia and utopia?”
  • A quest focuses on a particular learning goal, discrete skill, or area of content that students can learn in several days or weeks. Each quest ends with at least one deliverable that helps the students move towards completing their mission, and it relates to the narrative of the mission in a logical and meaningful way.
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    Interesting explanation of using games to learn at Quest to Learn school.
Blair Peterson

Shantanu Sinha: Motivating Students and the Gamification of Learning - 1 views

  • "If we build a game in which someone is demotivated or disengaged for 45 seconds, we know we need to improve." Forty-five seconds! Imagine if we thought this way in education. I think I went years demotivated at school when I was growing up. And, that's likely the norm, not the exception.
  • Most games are fairly non-judgmental.
  • Most games give you a sense of immediate success and progress
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  • ost games encourage you to push your own personal boundaries.
jennifermaxpeterson

How a High School Teacher Is 'Gamifying' World News - 2 views

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    HS teacher using fantasy football approach with geopolitics to inspire students. Use of news aggregator tools. Many HS classrooms using the model. Asking for kickstarter funds to expand.
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