#CUE17- The Game

CUE

OER Playground (New!). Connected Educator CUE Conference badging CUE 2017 National Conference gamificationFor the past few years, I’ve had the pleasure and honor of working on CUE conferences, mostly from afar at my homebase outside of Chicago, Illinois.

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

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

market is the trend toward open and free educational resources, or OER. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market. By guest blogger Leo Doran.

Digital learning futures

Learning with 'e's

I touched on personal learning networks, mobile technologies, games and gamification, the use of social media in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence.

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. Open Education Resources (OER). A good example of this would be the usage of OERs by Sky Customer Service to train their employees.

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Four game changers

Learning with 'e's

To help achieve this vision, Mackintosh is setting up the OER University and is evangelistic in his elucidation of this concept. Gamification is inevitable, and massively online social games such as World of Warcraft 'allow us to highlight the connections between knowing, making and playing'.

Your midsummer ed-tech check-in

eSchool News

OER meets iPads in this district. Believe it or not, writing is a natural fit for gamification techniques. Catch up on the most compelling K-12 news stories you may have missed this week.

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Unlocking the Gate to Better Learning

EdNews Daily

But gamification does not mean the learning is less rigorous; it is just different. Confusion about quality and actual rigor are added by the OER preferential language of both the federal government and the states. By LeiLani Cauthen.

Further reflections on EDUCAUSE 2015

Bryan Alexander

Many quiet signs of OER. More talk of gamification, not so much about games. Last week was the major EDUCAUSE annual conference. I already shared materials and thoughts from my various presentations and events. Here I’d like to offer some more observations.

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5 Ways Video Games Transform Learning and Prepare Students for Tomorrow's Jobs

Edsurge

Gamification —borrowing the motivating principles from games and applying them to a non-game setting—can rewire and bolster social dynamics in the classroom when properly implemented. Learn more about gaming while at ISTE—and beyond: Book a meeting at ISTE 2018 to learn about Classcraft’s Engagement Management System for schools and districts, and the Quests Marketplace featuring partners like Google Education, Discovery Educator Network, Newsela, LRNG, Breakout EDU and OER Commons.

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Inspiring Students: Bringing Awe Back to Learning

A Principal's Reflections

Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification. Awe might seem like just another three-letter word, but it is so much more.

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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I hoped to move on from there to what I called “approaches”, ways of using tech that didn’t depend on a specific platform – i.e., gaming and gamification, blended learning, distance learning, MOOCs, mobile, and digital literacy.

Highlights From a Year of Tracking Future Trends in Education

Edsurge

I was also surprised to see so little development in gaming and gamification within education this past year. Lastly, I forecast continued incremental growth of open educational resources (OER) and open access in scholarly publication. If we look back on 2017 in educational technology, some of the biggest surprises were political and cultural. The first is the spread of free public-university tuition programs in American cities and states.

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Looking backward and forward

Kathy Schrock

The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning.

The 2013 Reform Symposium This Week - Online, Free, and with Amazing Speakers and Presenters

The Learning Revolution Has Begun

The fourth annual Reform Symposium Free Online Conference (RSCON) starts this Friday, October 11th, running for three days and in conjunction with Connected Educator Month.