simSchool - About - 1 views
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simSchool is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching.
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improvement in general teaching skill improved confidence in using technology increased belief that the teacher has the skills and ability to make a difference in a child's life improvement in pre-service teachers' performance in teacher preparation courses and attitudes toward inclusion of special needs students significant positive impact on the mastery of deeper learning capacities that comprise the readiness to teach increased "staying power" on the path to the field of teaching acquired through rapid development of strong self-efficacy and resilience
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simSchool is a simulated classroom that supports rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learning needs, gathering data about the impacts of instruction, and seeing the results of their teaching. This is a place where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning. The results are highlighted below and are proved to be real and measurable.
SciEthics Interactive - Dr. Larysa Nadolny - 0 views
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This National Science Foundation/Hewlett Packard funded project is designed to create virtual simulations with a science and ethics focus.
Home - 0 views
What is Game Based Learning - YouTube - 1 views
http://patrickdunn.squarespace.com/storage/blunt_game_studies.pdf - 1 views
Ten reasons why game based learning works in education | connectED - 1 views
badges | HASTAC - 0 views
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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.
Youth APPLab | HASTAC - 1 views
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This is a winner in the digital media badges for lifelong learning competition. "In the Youth APPLab, middle and high school students in the District of Columbia design software and mobile apps in an after-school program that supplements their formal learning in computer science. They conceive, develop and co-create their own Android Apps. Ultimately, students and their apps will compete for internships with technology-based startup companies in and around the DC area."
What is Gamification? | Gamification.org - 1 views
Foldit, crowdsourcing, and labor. - Slate Magazine - 1 views
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I know that some are saying that we can't gamify education. But what happens when problems become a game and we compete to find answers? This article talks about foldit and how crowdsourcing has become a possibility for something that can work when it becomes a game. This is a great read for those exploring how we will use games in education. I would suggest that this is an approach that we could use. ". Foldit, a novel experiment created by a group of scientists and game designers at the University of Washington, had asked the gamers-some still in middle school and few boasting a background in the sciences, much less microbiology-to determine the how proteins would fold in the enzyme. Within hours, thousands of people were both competing against (and collaborating with) one another. After three weeks, they had succeeded where the microbiologists and the computers had failed. "This is the first example I know of game players solving a long-standing scientific problem," David Baker, a Foldit co-creator, wrote at the time."
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