Why gamification works [Part 1]

Neo LMS

Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification generally refers to the overlay of game-like elements (point scoring, advance through levels , competition, social recognition/leaderboards) to non-game situations – such as shopping – think loyalty point and coupon systems. Gamification versus play. The post Why gamification works [Part 1] appeared first on NEO BLOG.

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

NeverEndingSearch

SHEG currently offers three impressive curricula that may be put to immediate use in secondary classrooms and libraries. You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.

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Promoting student well-being through serious games

Neo LMS

And while we have already discussed the benefits gamification can bring to classroom , today we are exploring a whole different and positive story about gaming and its many applications that can help children cope with difficult situations such as school refusal, and even improve academic performance. Using games/gamification to teach is nothing new. In fact, as I have mentioned, entertainment can still be a goal of serious games, albeit a secondary one.

It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

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Can Games and Badges Motivate College Students to Learn?

MindShift

Some educators are turning to game-based learning , but gamification is also serving a purpose. At the heart of the issue is gamification , a term commonly defined as the addition of reward systems to non-game settings and contexts. These are characteristics of gameful design or game-based learning, as opposed to the mere badging and points that characterize gamification. Further reading led me into the discussion—and controversy— around gamification in education.

Dave Burgess Talks Student Engagement #MondayMotivation #tlap

The CoolCatTeacher

he was awarded the BAMMY for Secondary School Teacher of the Year by the Academy of Education Arts and Sciences. Explore Like a Pirate: Engage, Enrich, and Elevate Your Learners with Gamification and Game-inspired Course Design by Michael Matera. From the Cool Cat Teacher Blog by Vicki Davis Follow @coolcatteacher on Twitter. Great teachers attract their students to today’s topic of learning like a 3-year old boy to a mud puddle.

Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Gamification for Learning. Our approach towards designing our educational applications was to incorporate gamification theory and techniques (narrative, acknowledging achievement, giving rewards, socialisation and altruism), as to encourage and motivate students with higher levels of engagement through learning activities. Instant access to student data was a key requirement consistently highlighted through both our primary and secondary research.

Trends to watch in 2015: education and technology

Bryan Alexander

Primary and secondary schools are a battleground between iPads and Chromebooks, it seems. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. What can we expect in 2016 from the intersection of technology and education? Here I’d like to identify trends from 2015 which seem likely to persist or grow over the next year.

Fitbit for education: Turning school into a data-tracking game

The Hechinger Report

That’s most of the secondary students in the district (traditionally the top users of the student portal). Yu-kai Chou, a gamification expert who developed the Octalysis design framework, describes eight “core drives” for human motivation that can be built into game design. Yu-kai Chou, developer of the Octalysis gamification design framework. Adriana Villegas, 17, discovers something new in Strides as Robert Vaca, 17, and Angelica Duque, 17, look on.

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#savings: Can Social Media Nudge Teens into Smarter Money Choices?

MindShift

Over the course of the pilot, however, Moneythink Mobile’s developers have learned not to push gamification too far. “A That’s of secondary importance, according to Brittany Bui, a senior finance major and co-president of the Moneythink chapter at Chapman University in Orange, California. In the fall of 2008, Ted Gonder was studying economics at the University of Chicago as the world economy melted down around him. “We

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

Bryan Alexander

After that point the university ceases to be a university, as other divides open up, such as between research- and teaching-focused faculty (and the latter declines in importance, becoming in effect “a secondary caste”). 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

After that point the university ceases to be a university, as other divides open up, such as between research- and teaching-focused faculty (and the latter declines in importance, becoming in effect “a secondary caste”). 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.

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. Discussion went in some interesting angles, such as secondary education. One person thought shifting tertiary school content down to secondary could help reduce adjunctification, by (I think) reducing teaching hours in colleges.

8 Fun Ways To Keep Math Learning Alive Through the Summer

MindShift

Practice is an important part of math and is perhaps the best candidate for gamification and careful use of extrinsic rewards. Use math as a secondary element of a project. Summer is a time for play and rest, family time and adventures. But there’s compelling research to show that kids forget a lot of what they learned during the school year if they don’t have opportunities to continue reading, using their mathematical thinking skills and exploring the world around them.

30+ YouTube Channels for Teachers

Shake Up Learning

This one is geared more toward higher-education, but still a great resource for secondary students and teachers to learn more about career opportunities and products at Google. Videos on gamification and related topics from Michael Matera, author of Explore Like a Pirate. The post 30+ YouTube Channels for Teachers appeared first on Shake Up Learning. YouTube = Learning at Your Fingertips! There are so many ways to learn with YouTube channels for teachers and students!

Learning Revolution Free PD - Google Online Summit This Weekend! - Gaming in Ed - Support Free PD

The Learning Revolution Has Begun

Thursday''s sessions will be delivered by teachers, librarians, game developers, and gamification fans - don''t miss out! CEO of IT IS 3D, Martin Stevens, is interviewed by Meritxell Garcia Sein-Echaluce about his support of 3D printing in UK primary and secondary schools. The Learning Revolution Weekly Update September 2nd, 2014 Treat people as if they were what they ought to be, and you help them to become what they are capable of becoming.

Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” As a set of policies, accountability was instantiated in the Elementary and Secondary Education Act (ESEA) of 1965, reauthorized as the No Child Left Behind Act (NCLB) of 2002, and reinforced by the Every Student Succeeds Act (ESSA) of 2015.

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