The horizon report is out and will be the subject of our NetGenEd Project this year. Current trends:
Time to adoption: One Year or Less
* Electronic Books
* Mobiles
Time to adoption: Two to Three Years
* Augmented Reality
* Game-based Learning
Time to adoption: Four to Five Years
* Gesture-based Computing
* Learning Analytics
The types of “dynamic and ongoing feedback” that help a player improve at the
point of learning - the summary sheets help us to reflect on how we scored
but this is the same as what grade did I get
Not just seeing the individual method of feedback in isolation but placing it
within the whole picture, the whole plan for supporting new players and helping
them to be successful.
Unfortunately points scoring and rewards are in the short term ‘easy’ ways
for teachers to motivate pupils to do what the are told. Look at the number of
‘team points’ and ‘star charts’ that exist in primary schools. This may get them
to behave in the required way, but it teaches pupils that only things that are
worth doing are things that get them a number score…
A University at Albany research team is developing a computer game to train people to recognize cognitive biases they routinely use when confronted with incomplete information or operating under time pressure. Such biases can lead to bad decisions in critical matters, including national security.
a non-commercial video game to help players recognize their biases and learn not to depend on decision-making shortcuts when processing and assessing information.
"Our aim ultimately is to have people not only learn about these biases but to begin to think differently when they are faced with a decision and do not have all the information and all the time they want.
This is about a University of Albany research team developing a game that trains people to view the negative aspects of their decision-making processes when confronted with incomplete information and operating under time pressure.
Mystery Matters is a series of educational video games. There are ones for history, math, even for French and science. This is a good example for what to do concerning Game Based Learning and Innovation.
This is an example of how tagging is so helpful. If you're following the open badge movement, you can look at the HASTAC badges tag on their website and stay up to date.
For netgened students, badges relate to game based learning as they are part of gamifying learning: a trend that will continue to influence education.