Citizen Science, Crowdsourcing, Gamification and Cryptocurrency, Oh My!

Doug Levin

In an interesting twist, some of these projects are even pursuing gamification strategies to attract and engage new citizen scientists in their efforts. So, should you have an interest in learning more about citizen science, crowdsourcing, gamification (and maybe even cryptocurrency, oh my!),

How Gamification Uncovers Nuance In The Learning Process

TeachThought - Learn better.

How Gamification Uncovers Nuance In The Learning Process by Terry Heick Gamification is simply the application of game-like mechanics to non-game ‘things.’ In this way, ‘gamification’ amounts to installing mechanics or systems that recognize and reward behavior.

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Using Google Forms to Streamline Feedback & Document Growth

techlearning

Until Next Time, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom.

A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

Like the DBQs, lessons revolve around a central historical question and sets of prima ry documents to engage learners with varied reading skills.

#CUE17- The Game

CUE

I’ve also had the opportunity to work on using digital badging as a way to document professional learning at CUE events. Connected Educator CUE Conference badging CUE 2017 National Conference gamification

The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Gamification. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Moreover, when it comes to the somewhat impersonal nature of eLearning in particular, gamification of the industry is not just welcomed, it’s ideal.

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CrazyIdeas.Doc

techlearning

There are only two documents in that folder. Until then, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom. TL Advisor Blog PBL News Pedagogy Gamification

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Top 5 new EdTech tools that you might use in your university

Neo LMS

Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”.

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15 Ways to Use Google Classroom in Professional Learning – SULS034

Shake Up Learning

The instructor can post videos, slideshows, documents, and links from which participants can learn. You may already be sending email newsletters, creating resource documents and sites, but a lot of teachers are reluctant to ask for help.

mLevel’s Top 3 Learning and Development Lessons Of 2017

EdTechTeam

Hear from a few of our team members on what they’ve explored about learning, microlearning, gamification, corporate challenges, and more in 2017. An event could also mean a document or video that is sent in an email or content that is hosted on a website. It is very likely that that content was also delivered in multiple formats using gamification. Learning Learning Technologies Learning & Development Microlearning Gamification

Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

According to the document, “the recent steep declines in the e-learning industry essentially mean that the e-learning era is effectively over. Marketplace K-12 digital content digital curricula edtech eLearning gamification gamified market mobileBy guest blogger Leo Doran.

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. These are documents written by subject matter experts from across the globe on any sector and subject. E-learning has seen a broad positive shift in the last couple of years.

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And the top e-learning trends for 2016 are.

Neo LMS

Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. Students and teachers can just log in the platform, and from there they can start sharing desktop screens, collaboratively work on a class document, and so on.

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Must-have features in any LMS

Neo LMS

Content authoring Content authoring tools allow teachers to easily create their own classes that can have any kind of text, video, audio, images, office documents, google docs and other multimedia content with just a few clicks. Gamification So ubiquitous and redundant, but every LMS should have some sort of gamification.

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Is a learning portal different from an LMS?

Neo LMS

″ display, your fingerprint for the secure access of the phone, your amazing pictures from Bali or from your back yard, with your friends and family, your selfies, your videos of your kids and pets, your documents, your apps, your everything. It isn’t, really. But it is.

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What is the 21st Century Lesson Plan?

Ask a Tech Teacher

The textbook is a resource , supplemented by a panoply of books, primary documents, online sites, experts, Skype chats, and anything else that supports the topic.

Designing for accessibility in e-learning

Neo LMS

Teachers are flipping their classrooms , try out gamification techniques, include apps in classroom activities, and keep track of student progress through a school learning management system. The WCAG documents explain how to make web content more accessible to people with disabilities.

Integration of Digital Badges to Acknowledge Professional Learning

A Principal's Reflections

The idea behind this platform is to provide professional learning with a pinch of gamification. ?For For some time now, we have been hearing about digital badges and how they can be used to guide, motivate, document and validate formal and informal learning. ?In The following is cross-posted at Laura Fleming''s blog titled Worlds of Learning.

Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Improves Motivation Through Gamification. By including gamification techniques, students are given points for completing assignments on time, scoring well in quizzes etc. Ever seen one of those videos where a toddler is holding a phone upside down and pretending to talk?

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When His Roster Outgrew His Classroom, This Prof Mastered Modular Online Curriculum

Edsurge

In 2013, he documented the experience in a case study in the Atlantic Marketing Journal, titled “ Operating a Very Large-Section, Hybrid Principles of Marketing Class at a Public University: Lessons Learned over Ten Years.” Experiment with gamification Robertson is now exploring the use of gamification—creating a set of modules that students will complete to unlock the next level of modules—as is common in video games.

The Great Learning Management System Debate: Featuring Canvas, Schoology and Google Classroom

TeacherCast

Teachers can also implement elements of gamification rather easily as Schoology provides access to “student completion settings”, hidden folders or assignments, and a badge creation tool.

STEAM It Up with the 8 C’s! 50+ Ideas & Resources

Teacher Reboot Camp

Engage learners through any of these instructional practices- visual aids, screencasts, hands-on learning, sensory learning, TPR- total physical response, graphic organizers , role-plays , visual aids, realia, flashcards , pair work/group work, storytelling , diagrams, foldables, gamification , flipped learning , labeling, magic , games, problem/project based learning , drama , finger plays , QR codes , mindmapping and notetaking.

STEAM It Up for Struggling Students! 15+ Resources

Teacher Reboot Camp

Instead, get your students interested in the lesson through any of these types of instructional methods: multimedia, visual aids, screencasts, hands-on learning, sensory learning, TPR- total physical response, graphic organizers , role-plays , visual aids, realia, flashcards , pair work/group work, storytelling , diagrams, foldables, gamification , flipped learning , labeling, magic , games, problem/project based learning , drama , finger plays , QR codes , mindmapping and notetaking.

Are You Prepared For The Future Of Social Learning?

TeachThought - Learn better.

Because of the diversity of source material, educators and students need a secure platform that allows them to work on shared documents, make and exchange notes, start live chats and conference calls, or start a discussion thread with fellow students.

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How Technology Should Have Already Changed Your Teaching

TeachThought - Learn better.

You may need appreciate the way gamification can improve the visibility of the entire learning process. Fluid documents and processes. The cloud says both teachers and students can access the same document at the same time from the park, the classroom, or public library.

Anyone Can Code!

EdTechTeam

See the resource document I’ve created. Some include gamification that will surely be popular. again, see this resource document ) Granted, the authors acknowledge that online connectivity and some devices are necessary. All teachers can teach code!

What’s New

techlearning

Students are driven to succeed by QwertyTown’s gamification features, social motivation and engaging lessons and challenges.

#ICE18: Rushton Hurley Discusses Tactics for Leading a Digital Media Revolution

EdTech Magazine

It's one thing to mandate that people show what they are trying, allowing them to help leaders document their efforts with professional development (PD). I've seen PD programs designed around gamification strategies that give teachers room to try things they might not have tried otherwise. #ICE18: Rushton Hurley Discusses Tactics for Leading a Digital Media Revolution. meghan.bogardu…. Mon, 02/26/2018 - 10:30. Digital media can teach students to see new possibilities in themselves.

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STEAM It Up with the 8 C’s! 50+ Ideas & Resources

Teacher Reboot Camp

Engage learners through any of these instructional practices- visual aids, screencasts, hands-on learning, sensory learning, TPR- total physical response, graphic organizers , role-plays , visual aids, realia, flashcards , pair work/group work, storytelling , diagrams, foldables, gamification , flipped learning , labeling, magic , games, problem/project based learning , drama , finger plays , QR codes , mindmapping and notetaking.

What’s New: New Tools for Schools

techlearning

COLLABORATE Space provides persistent space to store messages, documents, whiteboards, recordings, meeting minutes, or anything else exchanged on a specific topic or project during a call or meeting at anytime, and is accessible from any device, whether it be a mobile, desktop, or room appliance.

A State-Wide Model for Online Professional Learning

edWeb.net

Once a month, the virtual specialists are trained via a webinar by Joy and JoAnn on a topic from the framework document, and they record the webinar, put it on YouTube and host the link in the in the edWeb community, so it’s accessible to teachers at any time.

Future Trends Forum #9 with Gardner Campbell: full recording, notes, and Storify

Bryan Alexander

Students would curate and document linked learning. This is a kind of deep gamification, to some extent, creating environments that induce clicking and exploring. Last week we had Gardner Campbell on the Future Trends Forum , and the discussion hurtled along.

Future Trends Forum #9 with Gardner Campbell: full recording, notes, and Storify

Bryan Alexander

Students would curate and document linked learning. This is a kind of deep gamification, to some extent, creating environments that induce clicking and exploring. Last week we had Gardner Campbell on the Future Trends Forum , and the discussion hurtled along.

8 Fun Ways To Keep Math Learning Alive Through the Summer

MindShift

It’s also been well-documented that the gaps between kids from high and low socioeconomic statuses grow over the summer. Practice is an important part of math and is perhaps the best candidate for gamification and careful use of extrinsic rewards.

Resources from Miami Device

Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Apps can turn iPad into a timer, voice recorder, document camera, and notebook.