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Noor AIshah

Classroots.org - Gamification in the classroom - 1 views

  • For readers interested in learning more about gamification from the pros, check out these links, too: Avant Game: gaming for a better world with Jane McGonigal. Bruce on Games: Bruce Everiss’s industry-analysis blog, useful for thinking about how games are distributed all around, but seldom through, school. coding conduct: research and presentations on “persuasive design” and gamification from Sebastian Deterding. Design for Learning: Dean Groom’s blog on games, virtual environments, and learning. Epic Win and Mindbloom: two examples of gamified life-management apps. Foursquare and Gowalla: two examples of location-based gamification apps. Game Dev Story: a fun little app that captures a very rough sketch of the gaming industry, it’s decision-making, costs, and career paths. “Gamification Needs to Level Up — Here’s How”: an article about next steps in gamification (and maybe learning design). “Happy 2011: Celebrating frontiers in Game Design”: a great post from the awesome Lost Garden blog about where we are in gaming. Gamepocalypse Now: quick posts about gamification examples and resources from Jesse Schell. iCivics: an example of blended, game-based learning mixing civics games and traditional curriculum; Do I Have a Right? is a student favorite. Progress Wars: a satire of gaming – and role-playing games in particular – that sums up arguments against gaming. Tom Barrett’s games-based learning posts on his edte.ch blog. Wikipedia entries on Flow and Gamificiation
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    Links to more learning about gamification
wittyben

Design as Learning-or "Knowledge Creation"-the SECI Model - 0 views

  • The basic argument is that knowledge creation is a synthesizing process through which an organization interacts with individuals and the environment to transcend emerging contradictions that the organization faces
    • wittyben
       
      What is knowledge creation?
    • wittyben
       
      There is a link between design & learning...
    • wittyben
       
      Design = knowledge creation process
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  • Nonaka sees ongoing knowledge creation as the source of continuous innovation and continuous innovation as the source of sustained competitive advantage.
  • designing as a form of learning
  • Curiously, the converse is also true. We might characterize learning as a form of designing. That is, the process of observing, reflecting, and making (and iterating those steps) may aid learning.
  • Maurício Manhães [2], who wrote, “Design and innovation are both knowledge creation processes” [3].
  • SECI stands for socialization, externalization, combination, internalization—a model of knowledge creation proposed by Ikujiro Nonaka [5].
  • something more—to new knowledge. Thus, we might characterize desi
  • “When organizations innovate, they do not simply process information, from the outside in, in order to solve existing problems and adapt to a changing environment. They actually create new knowledge and information, from the inside out, in order to redefine both problems and solutions and, in the process, to re-create their environment.”
  • “Tacit knowledge is personal, context-specific, and therefore hard to formalize and communicate. Explicit or codified knowledge, on the other hand, refers to knowledge that is transmittable in formal, systematic language” [9]. Tacit knowledge tends to be specific to a context (available in a particular time and place), practical, routine, and procedural. Explicit knowledge can transcend a specific context (and is transferable to other times and places) and tends to be rationalizing, theoretical, and declarative.
  • Socialization
  • Externalization
  • Combination
  • Internalization
  • The analysis-synthesis bridge model describes a four-step design process. It begins with 1. directly observing a current situation, 2. reflecting on observations of the current situation to create a model representing essential elements, 3. reflecting on the model of the current situation to create a second model representing essential elements of an improved situation, and 4. instantiating the second model in a physical form or prototype.
HENRI TAN

pedagogy affordance - 0 views

Learning and learning and discovery

Education Learning

started by HENRI TAN on 18 Mar 11 no follow-up yet
wittyben

600 Tips and Links for Using Social Media for Education and Learning | weknowmore.org - 0 views

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    One of the links, http://steve-wheeler.blogspot.com/2008/04/wiki-activities-5-stage-model.html shares a 5-stage model explaining how learners make use of WIKI at each stage. I think this 5-stage model can be used a guide for teachers/trainers to know how to make use of WIKI to achieve meaningful and effective pedagogical affordances : http://steve-wheeler.blogspot.com/2008/04/wiki-activities-5-stage-model.html
wittyben

10 Ideas for Integrating Social Media with Formal Courses « Creating Understa... - 0 views

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    Great ideas ! Especially those of us who are still thinking of how to make use of some of those social media tools for formal learning. In fact, I'm already making proposal to make use of WIKI and Twitter for formal learning within my organization.
HENRI TAN

Pedagogical Affordance - 4 views

Brilliant discovery...one form of pedagogy affordances

Pedagogy Affordance Education Learning

HENRI TAN

E-LEARNING - 0 views

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    Received the doc
wittyben

cooltoolsforschools - home - 1 views

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    I think the link provides a good overview for beginning teachers on the various ICT tools available on the web. Will definitely share with my next ICT class.
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    A great compilation. Even has a short description of what each of the tools does.
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    Yeah! I agree w WM. Its a excellent collection especially when we are hot on mp3 where self directed learning and Collaborative learning are the way to go. My teachers loved the resources ever since I shared this with them few days ago. =)
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    Hey guys, glad you are finding these resources useful. Keep bookmarking and sharing if you find any other interesting and useful tools! :D
nazma furqan

The ten rules of gamification - Games Brief - 1 views

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    I totally agree - Gamification is a process and while it is "cool" to gamify learning process, the greater question here is not whether it is cool but how will that impact learning.
Walter Yam

Examples of Wikis Used for Education - 0 views

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    Wikispaces and PBWorks are two dominant wiki players being extensively used for education with a sizable user base. It seems Wikispaces has an edge over PBWorks with ease of learning and use.
wittyben

Technical Affordance - 2 views

What is technical affordance?

Affordance Education Learning

started by wittyben on 18 Mar 11 no follow-up yet
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