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Rescooped by
juandoming
from eLearning
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"Our favorite game creation technology in the classroom tools for students ..."
Via Leona Ungerer
Gamification par-ci, gamification par là... Apparemment, après les MOOC, le terme en vogue du moment, au delà de simple marché de la formation, c'est la gamification...
Via Eve-Line Boulle
Tanto en oferta de herramientas como en estrategia de motivación del alumno. También cobran fuerza las iniciativas que permiten al alumno jugar un papel más activo en el aprendizaje.
Via Carlos Fosca
Cos'è il gamification e come può essere applicato all'elearning? Ecco il primo di una serie di articoli dove analizzeremo il fenomeno gamification.
Via Gisele Brugger
A hub for academic and industry researchers with news, discussion and resources on the use of game design in non-game contexts
Via Bruno De Lièvre
Gamification is an interesting concept put forward by Nick Pelling in the year 2002. So what does Gamification mean? It can be defined in simple terms as the use of machines and the feel of a simple game in order to inspire positive changes in people. It helps awaken the same human instincts that generally inspire the feeling of competition in sports and other such fun activities. The general elements included are the desire for recognition, competition, status, achievement, and altruism. A simple example of Gamification can be that of Volkswagen. A lottery radar speed camera was installed in their machines which penalized drivers who exceeded speed limits and also awarded a lottery ticket to those who respected the speed limits. The prize for the lottery was funded by the penalised drivers. This resulted in positive changes in drivers and they started to respect speed limits. When changed into a simple game, more people felt inclined to control their speeds.
Via Miloš Bajčetić, Jose Erigleidson
Gamification.org is the leading resource and community for gamification information, research and examples in over 18 languages. Since creation of the Gamification Wiki in November 2010, Gamification has surged in popularity and has quickly become one of the most talked about trends. Gamification.org was created to be the ultimate resource for the emerging Gamification Industry, creating a collaborative space for those interested to come together as a community and learn and explore what works and what doesn't and to collectively benefit from the knowledge and wisdom of the community.
Via Ana Cristina Pratas, Miloš Bajčetić, Lynnette Van Dyke
La investigación actual confirma, cada vez más, que el aprendizaje de videojuegos y el aprendizaje en el aula funcionan de la misma manera. Al igual que los jugadores, los alumnos sobresalientes son más hábiles en la identificación y en el análisis de lo que no saben. Ambas actividades requieren que los participantes posean las habilidades metacognitivas necesarias para reconocer las debilidades de su propio pensamiento. A través de la auto-reflexión, identifican errores y se ajustan en consecuencia a fin de abordar sus deficiencias con la práctica. En la jerga del aprendizaje basado en juegos, esto se conoce como”iteración”.
Via EDUCACIÓN FUNDACIÓN TELEFÓNICA
Rob Schwartz, a teacher at a blended learning magnet school, shares how design missions validate "the individual over the content" and give students the freedom to fail.
Via Grant Montgomery, Jose Erigleidson
"Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not ..."
Via Leona Ungerer
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Among the custom digital learning solutions, I find gamification to be one of the most effective in creating the right impact on the learners. Gamification in eLearning helps in better retention of knowledge and concepts. In this blog, I will discuss some approaches to make gamification in eLearning work well. In one of my previous articles, “Unique Gamification Solutions for Better Learning Outcomes”, I mentioned the following: Gamification in training is an indispensable part of a variety of solutions that help in …
Via Suresh Kumar DN, LGA
The Gamification of Education Today’s kids are more plugged in than ever before. For many, adolescent life is increasingly centered around electronic devices, the internet, and video games. As parents, educators, and tutors, it is not only important to acknowledge this trend but to also take advantage of it as a way to connect with students and enhance the learning process. The gamification of education is an ever-evolving, modern educational movement that exists as a direct response to the changing nature of children’s attention spans and interests.
Via Kim Flintoff, Peter Mellow
Gamification is one of the hottest trends in Learning and Development this year. Here are 9 ways to include gamification in your learning design.
Via Ramon Aragon, Bruno De Lièvre
“ Je suis depuis maintenant trois semaines le Mooc sur le "gamification design", proposé par Iversity et Victor Manrique. J'ai pris quelques notes sur le second cours, consacré à des questions plus ...”
Via Marcel Lebrun, Jean-François Grassin, Bruno De Lièvre
By Steven Isaacs Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not. I would love to clear up any misconceptions. Gamification Gamification is the idea of adding game elements to a nongame situation. Corporate reward programs are a good example. They reward users for certain behaviors. Starbu
Via Bobbi Dunham
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Rescooped by
juandoming
from Must Play
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It is one of the key emerging trends in learning, but according to experts the next few years could see gamification move from the periphery to become the cornerstone of our classrooms.
Via Martin (Marty) Smith
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