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Cole Shaw

Undergraduates want more technology in classrooms - 0 views

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    A recent study found that undergraduate students actually want more technology-use in classes, such as e-textbooks, game-based learning, videos, etc.
Mirza Ramic

Boss Level: Collaborative Student-Led Learning at Quest to Learn | Edutopia - 0 views

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    'Quest to Learn' is a New York City public middle and high school, supporting collaborative student-led learning: "Quest to Learn has used research in game-based learning to create a rigorous and engaging collaborative learning space where students feel safe taking risks and using their successes and failures to create and apply new knowledge." "Nurturing social and emotional learning (SEL) and 21st century skills like inventiveness, risk taking and collaboration."
Chris Dede

Can Video Games Teach Kids | Parade.com - 0 views

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    NY charter school based on videogames
Mary Jo Madda

Change The Equation - Games that Garner STEM Career Interest - 0 views

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    This is a suite of free online learning games to introduce middle to early high school-age youth to a variety of STEM-based professions -- recently was released at a launch event from the Jet Propulsion Laboratory in Pasadena, Calif.
Jennifer Jocz

University World News - GLOBAL: Virtual simulation in classroom - 0 views

  • "It was funny because the [preference for Second Life] were in the female group, which means the females found the experience more useful than males; that is really interesting because we are working on a game-based approach and we tend to think that games are for boys and not for girls."
    • Jennifer Jocz
       
      It would be interesting to investigate what aspects of the experience appealed to females.
Jeffrey Siegel

VIDEO: 5 Ways Tech Enhances Education (3min) - 0 views

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    Global Learning Game-based Learning Virtual worlds, digital simulations and models Mobile learning Real-time data-based decision making
Diego Vallejos

Proof in Study: Math App Improves Test Scores (And Engagement) - 7 views

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    Ipad app that teaches fractions
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    I tend to agree with Professor Cuban - "IPads are marvelous tools to engage kids, but then the novelty wears off and you get into hard-core issues of teaching and learning." The real challenge is to convert the initial excitement and performance improvement into sustained progress. The key may be in leveraging the increased self-efficacy of students.
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    This article makes me wonder about the novelty bump you get when you try anything new. In EcoMuve, they researched the effectiveness of EcoMuve vs a new ecology classroom based activity. This tactic is measuring the effectiveness of the technology. However in these studies, if they had kids using a computer game to practice fractions, did the control group practice fractions using a classroom based activity? 15% growth is not much to get excited about.
Chris Dede

Education, psychology and technology: Games lessons | The Economist - 1 views

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    a school with a curriculum based on videogames
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    While I applaud the concept of their program, I believe it tips the scale too far in the direction of technology. Unless the students plan to solely work in a digital world the removal of a physical classroom and interaction will greatly affect their social development. For example, physics lab was partially about the smell of the chemicals, the viewing of the wave pools, the teamwork and the mistakes that were real life.
Garron Hillaire

Give your keyboard the boot? Microsoft patents foot interface - 1 views

  • Microsoft's research into a "foot-based user interface" seemed somewhat novel in 2006, when I first wrote about the project. Now that the company has released its Kinect full-body motion control system for the Xbox 360, the idea of controlling a machine with your feet seems like only part of the picture.
  • Despite the fact that it seems outdated, or at least partial, the patent actually could be a notable win as the Redmond company expands the concept of motion-based interfaces beyond its video-game console into more general-purpose computing.
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    This could be used as an alternate means of interacting with computers. From an educational standpoint this does not appear to be dated, but rather creating opportunities for people with limited means of motion.
William Vitale

Graphogame Learning - 2 views

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    Evidence-based literacy game from Finland. Looks like it's actually being researched at the University of Cambridge?
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    This game is delightful! I can see why kids (and grad students...) would like it.
Megan Johnston

smart.fm - The place you go to learn. - 0 views

shared by Megan Johnston on 20 Sep 09 - Cached
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    My neighbors, who spent the last 2-3 years teaching in Japan, introduced me to this site. They have online tutorials and games based on some 15 years of research into the most efficient ways to acquire knowledge. http://smart.fm/about/learning_science talks about their research; noteworthy is the "Ebbinghaus forgetting curve," which basically shows that the best way to remember something is to remember it just before you're about to forget it. Check out their "BrainSpeed" game. Much more fun than flash cards.
Jeffrey Siegel

eMee's social gamification for students, parents and teachers. - 1 views

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    A company that uses game theories to drive desired behavior - e.g. points, levels and badges based are awarded on courses you take, comments, & contributions you make. See the Value Proposition PDF for details
Erin Connors

Enhancing 5th graders' science content knowledge and self-efficacy through gam... - 0 views

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    Interesting article highlighting the importance of continuing translational research.
Hongge Ren

The 100-Second Guide To Gamification In Education - 2 views

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    Linked to the "game-based learning" technology outlined in the NMC Horizon Report 
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    This infographic is probably the most dense I've ever seen so I won't waste your time (it's the school year, no one has a spare minute) with my blabber. Enjoy the graphic and be sure to share it with your fellow gamification-loving colleagues!
Yan Feng

5 Ways Higher Education Is Leveraging Mobile Tech - 3 views

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    This article discusses ways to use mobile technology in a higher education setting, including uses to increase engagement among students and to provide safety and emergency information. The author fails to include any uses that actually involve learning or improved communication and transparency between students and teachers, which I believe is an oversight that many schools have when considering implementing mobile technology in their schools. 
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    Jeff Kirchick is Director of Universities at SCVNGR, the popular mobile game about going places, doing challenges and earning points. He presents regularly about the future of mobile and location-based services in education. You can follow Jeff on Twitter @JeffreyKirchick or e-mail him at jeff@scvngr.com.
Maria Bueno

DuoLingo: Cool Language-Learning Mobile App - 2 views

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    ''Standing during long train commutes and bus rides has just gotten more educational'' DuoLingo is a successful mobile game-based app for language learning that uses comprehensive features, vocal and manual interactions, constant assessment, and it is accessible (cheap)
William Vitale

Neuroscience and Enhanced Learning Report - 1 views

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    Here's a report from FutureLab at the National Foundation for Educational Research. It's a long report but they touch on a number of ways that neuroscience and technology can be integrated, whether it being using fMRI to demonstrate how brain activity levels are heightened when someone is allowed to choose their own avatar in a video game, or creating an app that helps dyslexic children read based on a neuroscience framework.
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