E-Learning-Inclusivo (Mashup)
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E-Learning-Inclusivo (Mashup)
Aprendizaje con TIC basado en los aprendices.
Curated by juandoming
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Gamifying School: Gamification Reaches the Classroom via Forbes

Gamifying School: Gamification Reaches the Classroom via Forbes | E-Learning-Inclusivo (Mashup) | Scoop.it
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
Martin (Marty) Smith's curator insight, January 22, 2015 3:08 PM

Great post emphasizing how the classroom and real life are running together like two trains on the same track. Gamification is a classroom natural since it creates an identifiable tribe working on a shared objective with friendly competition and a sale to know who is contributing and who isn't.

Great Forbes post on how gamification is about to be a big hit in the classroom.

Lori Wilk's curator insight, January 22, 2015 4:47 PM

#Forbes #article makes a great point about how #Gamification  is a growing  #Trend in #Education and we are only beginning to see its impact. 

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Being Human: Virtual Gaming Worlds Reveal Nature of Human Hierarchies - MIT

Being Human: Virtual Gaming Worlds Reveal Nature of Human Hierarchies - MIT | E-Learning-Inclusivo (Mashup) | Scoop.it
How Virtual Gaming Worlds Are Revealing the Nature of Human Hierarchies
MIT Technology Review
The way players form into groups in online games reveals that hierarchies are an inevitable product of the human condition, say complexity scientists.

Via Martin (Marty) Smith
Martin (Marty) Smith's curator insight, March 20, 2014 7:34 AM

This is cool. Not sure i understand it, but cool.

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Complete Gamification Framework | via @yukaichou

Complete Gamification Framework | via @yukaichou | E-Learning-Inclusivo (Mashup) | Scoop.it
Gamification Expert Yu-kai Chou explains his elegent Gamification Framework that breaks Human-Focused Design into 8 Core Drives within an Octagon.

Via Martin (Marty) Smith
Martin (Marty) Smith's curator insight, May 5, 2013 7:45 PM

I like this "framework" to create gamification particularly Chou's 8 Core Drives:

1) Epic Meaning and Calling

2) Development and Accomplishment

3) Expression of Creativity and Feedback

4) Ownership and Possession

5) Social Pressure and Envy

6) Scarcity and Impatience

7) Curiosity and Unpredictability

8) Loss and Avoidance

GREAT post on the HOW TOs of #gamification.  


Cool and helpful work from one of gamification's pioneers 

@yukaichou
Erin Moore's curator insight, May 6, 2013 11:36 AM

These dives/motivations can be used to improve engagaement in any interaction.

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What the Heck is... Gamification? via @BernardMarr

What the Heck is... Gamification? via @BernardMarr | E-Learning-Inclusivo (Mashup) | Scoop.it

Marty Note
Great post here by a new to me but smart and gets it marketing author Bernard Marr on Linkedin. I posted a comment at the end sharing a link to one of my most popular Haiku Decks - Gamifying Content Marketing http://shar.es/1ag0sH.

Didn't do that to hone in as much as add in. Bernard's post shares some good examples of different gamification applications. The trend in HR and other internal departments to gamify is proving powerful.

I'm interested in the S/R curve of B2C ecommerce websites and find, especially in a connected mobile time, many places where "play" can create the tribes, support and engagement we lucky few Internet marketers crave and are finding harder and harder to create.

Great post, horrible photo (at least for me), so didn't perpetuate it here. Bernard's post is worth a read if you are new to gamification and he is a solid follow. M



Via Martin (Marty) Smith
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What is Gamification?

This presentation highlights areas of gamification and looks at some examples from professional organizations and the accounting field.

Via PuertoTICs, luigi vico, Martin (Marty) Smith
Martin (Marty) Smith's curator insight, January 8, 2014 12:48 PM

This deck loses something in translation. Sure it was more dynamic when presented (and am going to look for notes). I wanted to Scoop.it to rant about Gartner. 

Gartner is playing both sides of the #gamification trend. They promote it on the one hand saying everyone is doing it and then tear it down with their famous 80% will fail study. 

Newsflash Gartner 80% of all Internet marketing fails. How do I know this? 7 Years as a Director of Ecommerce taught me the immutable truth of Pareto's distribution otherwise known as the 80/20 rule. 

On any website 20% of anything will control 80% of anything (sales, clicks, shares, whatever). Congratulations Gartner your study discovered the 80/20 rule and then presented it as if was news (hey whatever it takes I guess). 

Don't be fooled by idiots, Internet marketing is a gamification engine. Even if you use very LOW LEVEL gamification such as a simple loyalty program or a contest or a game (with a leaderboard) you know games work online and don't let anyone tell you different.  

 

Valeria&Giorgia's curator insight, March 10, 2014 10:12 AM

Ma cos'è la gamification? Lo spiega tramite una serie di slide Karl Kapp, insegnante, scrittore ed esperto della convergenza dell'insegnamento, della tecnologia e delle operazioni di business, professore di "Instructional technology" e "Instructional Game Design" all'università di Bloomsburg. Ha scritto "The Gamification of learning and Instruction".

Lionel Reichardt / le Pharmageek's curator insight, March 16, 2014 6:36 AM

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS


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