Best Practices in Instructional Design & Use of Learning Technologies
55.3K views | +0 today
Follow
Best Practices in Instructional Design  & Use of Learning Technologies
Practical approaches & best practices in using cutting-edge learning technologies & design that is relevant to learning professionals & educators. You are most welcome to contribute relevant ideas, or links to your blog, published articles & books, or invitations to your public learning events.
Your new post is loading...
Your new post is loading...
Rescooped by Yael Even-Levy, PhD (Second Life: JoelleYalin) from Eclectic Technology
Scoop.it!

Teachers Surveyed on Using #Games in Class | #gamification

Teachers Surveyed on Using #Games in Class | #gamification | Best Practices in Instructional Design  & Use of Learning Technologies | Scoop.it
We have an early look at some of the interesting data coming out of a larger report on teacher attitudes around the use of games in the classroom. The numbers hint at wider use of games in the classroom and indicate teachers see the real benefit of games in helping low-performing students.

Via Beth Dichter
Beth Dichter's curator insight, June 9, 2014 9:17 PM

Do you think games have a place in your classroom? This newly released data is from a survey of 694 K-8 teachers in the U.S. that the Joan Ganz Cooney Center conducted in 2013 to see how teachers are using digital games in their classrooms.
What are some of the findings?

* 74% of teachers are using games in their classroom

* 55% of students play games at least once a week

* 72% of students access games on a PC or a Mac, and 41% of teachers use a white board to share games

* The two greatest barriers are the time it takes to implement games (45%) and the cost of the games (44%)

This post from Games and Learning provides the current data in both a visual and written form. There is much more to be found on the website. You may also want to check out the Joan Ganz Cooney Center. They have also published an article on this which may be found at http://www.joanganzcooneycenter.org/2014/06/09/digital-games-in-the-classroom-a-national-surevy/

Scooped by Yael Even-Levy, PhD (Second Life: JoelleYalin)
Scoop.it!

Solving business problems with game-based design | #gamification #PwC

Solving business problems with game-based design | #gamification #PwC | Best Practices in Instructional Design  & Use of Learning Technologies | Scoop.it
This issue of the Technology Forecast examines the wide range of video game design techniques that can be used in non-game environments for business benefit.
No comment yet.
Scooped by Yael Even-Levy, PhD (Second Life: JoelleYalin)
Scoop.it!

Kinect in the Classroom | #gamification #games

Kinect in the Classroom | #gamification #games | Best Practices in Instructional Design  & Use of Learning Technologies | Scoop.it

One of the most interesting ways game-based learning (GBL) is being implemented is with the use of Microsoft’s Kinect. Kinect specifically is an accessory to the Xbox 360, where motion and gestures control game functions. From sports games, to “hack and slash,” the Kinect physically involves the player in gameplay. But why use it in the classroom? And how should you use it in the classroom? Today I present not only a great rationale for use the Kinect in the classroom, but also some specific ideas and resources for doing so.

No comment yet.
Rescooped by Yael Even-Levy, PhD (Second Life: JoelleYalin) from Gamification
Scoop.it!

3 MOST Important Words In Internet Marketing? #Games, #Gamification and Gamify

3 MOST Important Words In Internet Marketing? #Games, #Gamification and Gamify | Best Practices in Instructional Design  & Use of Learning Technologies | Scoop.it
How games can organize millions of people to accomplish great things (book ...
PandoDaily (blog)
Von Ahn told me he and his team had to work hard to gamify Duolingo, because at its core it's not a game.

Via Martin (Marty) Smith, Nancy Rubin
Martin (Marty) Smith's curator insight, October 4, 2013 2:55 PM

3 Most Important Words In Internet Marketing: Games, Gamification, Gamify

Why MUST Internet marketers understand games and gaming? Because the wall between THEM (game developers) and US (Internet marketers) is coming down FAST, very fast. There are three reasons for this soon to be tsunami trend:

* Web 3.0.
* How Online Environments Work.
* Human nature.

Web 3.0
We are creating CureCancerStarter.org right now and there are many new rules about web development that reflect where we are going already such as:
* The site is highly responsive (looks good no matter what kind of devices is looking at it).

* This new site uses a Content Delivery Network and the cloud to cache and shuffle information in so fast old rules about image size and speed (bigger = slow) almost don't apply.
* The site is "appified" or designed in a series of Lego-like modules some canned, some written by us from scratch.


Web development is going someplace very different and where we are going is where many video developers already live with extensive branding algorithms to determine what gest shown in what situations.  Soon your "website" will be a series of rules, text and images capable of being combined on the fly in an almost infinite variety of highly converting webpages.

Online Environments
Online environments are very video game like from the jump. Online starts COLD and HARSH and we web designers and developers PLAN how to warm them up. We create a series of linked "journeys" through our information.

If "a series of linked journeys" sounds like Joseph Campbell and Hero With A Thousand Faces you win a cookie. Ideally our environments are heroic and they transfer elements of courage, joy and love to our visitors. Sounds like video games again.

Human Nature
We like to compete, compare and contrast. We seek affinity groups and develop our sense of self, at least partially; from the feedback loops provided by our "like me" groups.

The social web is a "peer group" compare, compete and contrast engine. The more we compare, contrast and compete the more fun we have. Sounds like video games again.

I'm going to read Adam's book and report back once I am in reading mode again (after launching CureCancerStarter, cowdfunding cancer research, and CureCancerStore.org, shop to cure cancer, next week. Phase II development for both of those very new ideas is games, gamification and to gamify.

 

Rescooped by Yael Even-Levy, PhD (Second Life: JoelleYalin) from Eclectic Technology
Scoop.it!

Video Games That Bring Civics Class to Life | #gamification

Video Games That Bring Civics Class to Life | #gamification | Best Practices in Instructional Design  & Use of Learning Technologies | Scoop.it

"The online educational video game site iCivics, created in 2009 by former Supreme Court Justice Sandra Day O’Connor that features civics curriculum, has partnered with EverFi, an ed-tech company focused on K-12 and higher ed. And through the partnership comes a new initiative Commons – Digital Town Square, offered free to all K-12 schools."

According to this post this game will provide an adaptive feature, have "a variety of media including simulations and animations as well as pre and post-assessments and behavioral surveys." It also includes social components, badges and avatars, and they will be meeting some of the Common Core standards. To go directly to this new iniative - Commons - Digital Town Square:

http://everfi.com/civic-education.


Via Beth Dichter
No comment yet.