Game-based learning" refers to teaching-learning actions carried out in formal and/or informal educational settings by adopting games. It encompasses the use of both games designed expressly for fulfilling learning objectives (educational games) and "mainstream games" those games that are developed for fun when used to pursue learning objectives.
This article discusses the current position of learning analytics in education, and how third party applications are beginning to make the tools more cost-effective.
This artical is good in explaining what learn analytics is and how it is used in a process. It says that learning analytics is to observe and understand learning behaviors in order to make a change. It starts as data collection. This is different methods and scripts to collect data. Then the data is analyzed. After that the supposedly find something to improve learning. After this they introduce this the the education system to get approval of use. And the last step is intervention where the new method starts or is in development to be integrated in the education for students.
Enter data. Enter research. Enter analytics. Analytics, and the data and research that fuel it, offers the potential to identify broken models and promising practices, to explain them, and to propagate those practices. Information technology now supports and enables all aspects of higher education
Research on effective models of cross-institutional collaboration
This Article was very inserting , with change the game in higher education u can do so many ! That will get teenage and the young generation closer to learning.
@Christian - it would be useful to say how it is useful - you should paraphrase or pull out points or you will have to re-look at the information to write on the wiki. Good link.
One of the biggest obstacles to wide-scale acceptance of GBL in our classrooms
is the lack of proper training for our teachers.
This is the area that most people think about when they hear the term
“game-based learning.” This course is about evaluating all types of games to
ascertain their relevance and effectiveness in student learning:
Online educational game “collections,” such as Primary Games Arena, BrainPOP, and zondle
Non-digital games, such as conventional board games and card games
Having students design and develop their own games is a powerful way to have
students learn not only about the technical and creative aspects of making a
game but also about content-specific topics (such as history or math) that needs
to be embedded in the game. Popular game creation tools include:
In this course, teachers will learn how to design and develop their own educational alternate reality game or other new media game
that does not require programming skills nor a large development team to build.
Using game elements and principles to turn a class into a more game-like setting
can be a way to help motivate and engage students. In this course, teachers will
learn about the pros and cons of using gamification strategies, such as the use
of badges and point systems, in the classroom or online course
and ways in which they can implement these strategies.