Eclectic Technology
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Eclectic Technology
Tech tools that assist all students to be independent learners & teachers to become better teachers
Curated by Beth Dichter
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Targeting 6 Social Learning Needs in eLearning Environments

Targeting 6 Social Learning Needs in eLearning Environments | Eclectic Technology | Scoop.it

"When it comes to successful eLearning design, everybody should agree that there’s no such thing as too much information about how the human brain operates. It’s wired for social learning. Our respective environments actually shape our brains and the rest of our bodies."

Beth Dichter's insight:

SH!FT has published a new post that looks at how one can meet social learning needs in an online environment. The post includes a link to a short video (~3 minutes) that looks at "the application of neuroscience to organizational development."

The six areas are also found in a face2face environment (although there may be students whom do not experience all of them).

To create a more effective eLearning course consider these areas as you design it:

1. Belonging to a group

2. Ability to express

3. Ability to compete

4. Ability to support and be supported by other learners

5. Ability to see what's being learned

6. Excitement about applying learning

More information is available on each of these concepts in the post.

Dr. Helen Teague's curator insight, October 9, 2014 9:55 PM
Beth Dichter's insight:

SH!FT has published a new post that looks at how one can meet social learning needs in an online environment. The post includes a link to a short video (~3 minutes) that looks at "the application of neuroscience to organizational development."

The six areas are also found in a face2face environment (although there may be students whom do not experience all of them).

To create a more effective eLearning course consider these areas as you design it:

1. Belonging to a group

2. Ability to express

3. Ability to compete

4. Ability to support and be supported by other learners

5. Ability to see what's being learned

6. Excitement about applying learning

More information is available on each of these concepts in the post.

Becky Roehrs's curator insight, October 13, 2014 9:45 PM

Suggestions for how to meet these 6 social learning needs in your elearning course.

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Tapping Into the Potential of Games & Uninhibited Play for Learning

Tapping Into the Potential of Games & Uninhibited Play for Learning | Eclectic Technology | Scoop.it
In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.
Beth Dichter's insight:

This post is the first of a series that will by published by Mind/Shift. It explores the various ways that games promote learning, such as how they scaffold skills and if you are not successful you replay at a lower level. Isn't this something we would like to see in our classrooms?

After the introduction the article explores two areas:

* Tapping into the Natural Instinct to Learn (which is what many of these games do)

* Game-Based Learning vs Gamifcation (and yes, there is a difference)

This post is full of pithy quotes such as:

When learning is structured as a game, students intuitively understand the cumulative nature of learning. They’re motivated to master a compounding sequence of skills.

Any teacher can implement a “gamified” approach fairly easily — you don’t need tablets or laptop computers. It’s a matter of reframing traditional assignments as inquiry-based individual or group projects. It’s also a matter of employing a more mastery-based assessment strategy that’s grounded in project-based learning and understanding the motivational benefits of a more game-like structure. 

The author, Jordan Shapiro, shares that this series of posts (over a period of months) will:

* Explain key ideas in game-based learning

* Discuss pedagogy, implementation and assessment

* Summarize research

* Discuss pros and cons of game-based learning

* And provide a guide for game-based learning in the classroom

There is much to learn about bringing games into our rooms and this series is a great way to learn.

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Competency Based Education... in 5 easy steps

Competency Based Education... in 5 easy steps | Eclectic Technology | Scoop.it
Beth Dichter's insight:

As the Common Core tests becomes more of a reality there is also conversation about competency based education. We know that not all students learn at the same pace of in the same way and competency based education would address these concerns. This infographic by Mia MacMeekin provides  a great overview of the five steps to move in this direction:

* Define and state the goal.

* Design the path.

* Design authentic assessments for each competency.

* Add an array of content and discovery resources.

* Gamify the course.
Some additional information is found in the infographic.

Gary Harwell's curator insight, January 6, 2014 12:08 AM

Competency based education is a great idea but can it be used in a traditional classroom setting?

Gary Harwell's curator insight, January 6, 2014 12:08 AM

Competency based education is a great idea but can it be used in a traditional classroom setting?

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Beyond Minecraft: Games That Inspire Building and Exploration

Beyond Minecraft: Games That Inspire Building and Exploration | Eclectic Technology | Scoop.it

"The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area."

Beth Dichter's insight:

Check out a selection of games that will help students explore, create, collaborate and more. The six games discussed are:

* Garry's Mod - learn physics as you play

* Kerbal Space Program - another physics game

* Sound Shapes - designed for PlayStation this is a "puzzle game set to a rich musical soundscape"

* DIY - Find instructions to build a wide variety of items and a community that will support you

* STENCYL - learn to program using "blocks of code" that you may snap together and create games that may be played on a variety of platforms

* CodeAcademy - learn a variety of programming language for free

Do you think students should learn to code? If you do then some of these games will provide them with this skill as well as others that we know are part of gaming. You may want to try some of these with your students.

Jo Blannin - The Know Tech Teacher's curator insight, November 21, 2013 12:48 AM

Great ways to use game-making in education - I love using MineCraft with the senior primary students. It really brings maths into engineering and science!

Kristina Cook's curator insight, November 21, 2013 10:56 AM

I chose this article because my partner likes minecraft. It relates because it entertains my partner.

 

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Quandary - A Free Online Game for Students 8 - 14

Quandary - A Free Online Game for Students 8 - 14 | Eclectic Technology | Scoop.it
Beth Dichter's insight:

Quandary, a free online game for players ages 8 - 14, won the Game of the Year Honors at the 2013 Games for Change Confernce. This game provides players an opportunity to help shape a new society "while learning how to recognize ethical issues and deal with challenging situations in their own lives."

The websites goes on to state "Players develop skills such as critical thinking, perspective-taking and decision-making. Quandary provides a framework for how to approach ethical decision-making without telling players what to think."

Why use Quandary with your students? This game is designed to help students learn skills in:

* Problem solving

* Communication

* Information literacy

* Global awarenes

* Collaboration

* Creative thinking

There is a teachers page available which provides additional resources including a Game Guide, a sample lesson plan, an opinion tracker as well information on how the learning outcomes match to standards in both the Common Core and the Partnership for the 21st Century.

Yasemin Allsop's curator insight, August 29, 2013 2:45 PM

Oh, this is really interesting!

davidconover's curator insight, August 30, 2013 8:04 AM

I look forward to sharing this game with my students. I wonder what their comments will be.

Amélie Silvert's curator insight, August 30, 2013 11:10 AM

Defining moral dilemnas, finding solutions and discussing. Collaborative work. Why not give it a try?

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34 Learning Games for Students From edshelf

34 Learning Games for Students From edshelf | Eclectic Technology | Scoop.it
A collection of web-based educational learning games for students, such as Minecraft, Sumdog, BrainNook, PowerMyLearning, DimensionU, etc.
Beth Dichter's insight:

Edshelf is a great resource to find collections of all sorts of things...including this collection of web-based educational learning games. Find 34 learning games that will help students from elementary school through high school across many subject areas.

Yasemin Allsop's curator insight, July 26, 2013 4:25 AM

Good selection!

Julie Degasperi's curator insight, July 27, 2013 3:40 AM

Education

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Gamification and Instructional Design

Gamification and Instructional Design | Eclectic Technology | Scoop.it
When I sit down and think about designing a new class, Gamification comes to mind. It really is a combination of lots of learning theories delivered a little differently. This is where my mind goes...
Beth Dichter's insight:

Are you considering re-writing some curriculum and incorporating gaming? This infographic provides a great template to help guide you through the process. The six steps are shown in the image above and clicking through to the post will provide additional information on each step. And for those that may be viewing with seeing the image the six steps are below:

* Learning Outcomes

* Big Idea

* Storyboard the Game

* Learning Activities

* Build the Team

* Add Game Dynamics

Boyd Drewelow's curator insight, June 7, 2013 3:39 PM

Gamification

Ryan Cheek's curator insight, August 7, 2013 12:38 PM

I thought that this was a classroom? 

Mina Valai's curator insight, September 15, 2014 2:54 PM

6 easy steps to follow when designing a new class.

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Math, Physics, Languages: Minecraft is the Teachers’ Ultimate Multi-Tool | MindShift

Math, Physics, Languages: Minecraft is the Teachers’ Ultimate Multi-Tool  | MindShift | Eclectic Technology | Scoop.it

"Need more convincing that Minecraft can be a powerful tool for learning? Check out this fun video from PBS Idea Channel's Mike Rugnetta, who specifically (and very quickly) lists a number of ways the video game can and has been used to learn everything from physics to history."

Beth Dichter's insight:

Check out this video that discusses why you might use Minecraft to teach physics to history. Gamification anyone?

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Do Educational Video Games Actually Work? - Online College Courses

Do Educational Video Games Actually Work? - Online College Courses | Eclectic Technology | Scoop.it
Gaming in the classroom as a teaching tool is gaining popularity; however, some question whether or not it's actually effective.

This infographic looks at some of the information that is known about video games. 

After a quick look at some statistics the infographic looks at benefits and concerns about video games and provides some resources.

Ryan McDonough's curator insight, July 7, 2014 5:55 PM

Covering the pros and cons of gaming, at least in the minds of some educators. I've covered the pros in depth here, so I'll review the concerns here. Some feel like violence in games can be a poor influence on impressionable children. Opponents claim that kids play games at home so why should they play them at school? Difficulty monitoring online activity; funding and resource allocation are also major reasons some are apprehensive over video games in school. Do I personally agree with them? No. But I was also raised in an environment that nurtured my love for gaming. Some of these questions should merit constructive conversations at the next faculty/staff meeting.

Pandawami29's curator insight, October 31, 2014 11:49 AM

This little chart shows us the pros and cons of using video games for educational purposes. Also the background is from the mario games.

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50 Awesome Videos about Using Gaming in the Classroom

50 Awesome Videos about Using Gaming in the Classroom | Eclectic Technology | Scoop.it

Have you asked yourself what the experts, teachers and students are saying about using gaming in your classroom? Here are 50 videos that look at gaming in education. When you look at gaming in education you look at "board games, video games, even active outdoor games...all have an important place in education." To learn more check out the list (with short descriptions) and choose which ones will help you learn more.

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Game-Based vs Traditional Learning – What's the Difference? » Online Universities

Game-Based vs Traditional Learning – What's the Difference? » Online Universities | Eclectic Technology | Scoop.it

"There are several big movements underway that are worthy of debate and possible consideration as we look to help education become the 21st century, user-centered, on-demand, engaging, technology-centric activity that it has not been for much of its existence. Game-based learning (GBL), or gamification, is one of the models that commonly gets touted as a cure-all for the problems with education because of the popularity of gaming in our society (New Media Institute). While there are problems with the gamification movement as it currently stands, the model has several areas in which it differs sufficiently from traditional education to make it an intriguing possibility. Here is a look at several of those differences."

Topics discussed include authenticity, student engagement, creativity and innovative thinking, and cost, as well as a discussion on the debate that exists over game based learning. 

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EdTech Buzzwords: What Do They Mean (Infographic)

EdTech Buzzwords: What Do They Mean (Infographic) | Eclectic Technology | Scoop.it

There are so many new buzzwords in education that it becomes hard to know what just what people are talking about...and to the rescue come an EdTech Cheat Sheet that will help you 'understand new trends in educational technology.'

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Envisioning-the-Future-of-Education.pdf (Infographic)

"Education lies at a peculiar crossroad in society. On one hand it has the responsibility of anticipating real-life skills by preparing us for an increasingly complex world – but education methodologies can only be formalized after practices have been defined. This dichotomy is particularly aggravated when it comes to technology, where fast-paced innovation and perpetual change is the only constant."
An infographic that looks at emerging technologies and projects where we may be in 2040.

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3 Edtech Tools You Can Use To Gamify Your Classroom

3 Edtech Tools You Can Use To Gamify Your Classroom | Eclectic Technology | Scoop.it
Gamification is one of the buzzwords in education right now, and for a good reason: Gamification is empowering, exciting, and under the right circumstances can be the disruptive innovator many teachers desperately need in order to change the dynamics between knowledge and the learner. There is an explosion of EdTech tools destined to gamify the
Beth Dichter's insight:

As schools are coming to the end of the year in my part of the world, many of us will begin to think about changes we might make next year in our classroom...and chances are for some that will include the concept of gamification.

This post from Edudemic provides descriptions of three edtech tools that may help you in this process.

* Socrative is a free program that allows you to create questions and students may answer using a wide variety of platforms.

* Kahoot is also a response system, but is designed gaming mechanics to provide motivation and engagement. There are many unique features to this tool and it worth checking out their website at https://getkahoot.com/

* FlipQuiz is similar to Jeopardy. It "makes it easy to design game-show style activities in the classroom that transform learning into an engaging and entertaining experience."

The post includes an introductory video for each tool.

Kathy Lynch's curator insight, June 5, 2014 4:11 PM

Thx Beth Dichter!

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5 Tips For Making Your Class As Addictive As A Game - Edudemic

5 Tips For Making Your Class As Addictive As A Game - Edudemic | Eclectic Technology | Scoop.it
Game designers have mastered certain tricks that make games so addictive that people can’t stop playing them. Here are the top five secrets that game designers know, and some tips on how you can use these same game dynamics to make learning in your classroom as addictive as gaming.
Beth Dichter's insight:

As teachers what can we do to make our classes more exciting for students? We know that many will sit in front of a computer or game console and play for hours, and when they do not succeed the first time, or the tenth time or the fiftieth time they keep trying. How do we get them to perservere in the classroom when they are not successful? This post explores this, providing five "secrets of game design" that might make a difference in your classroom. The five secrets are listed below but click through to the post to learn more about them.

* The Appointment Dynamic: Be Here At This Time, Get a Prize

* The Failure Dynamic: Fail Early, Fail Often

* The Flexibility Dynamic: Provide Multiple Paths to Success

* The Progression Dynamic: Scaffold and Recognize Progress

* The Construction Dynamic: Build Something That Matters

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Best Education Infographics - 2013

Best Education Infographics - 2013 | Eclectic Technology | Scoop.it
Infographics, when used correctly, appropriately, are powerful tools for conveying a lot of pertinent information plus they support visual learning and thinking.  I curate a Scoopit on Infographics...
Beth Dichter's insight:

Jackie Gerstein shares her top picks for education infographics this year. Some of these have been shared in this Scoop.it but many are new. The list of infographics includes:

* The Internet Access Gap in Education

* The Past, Present and Future of Education

* State of Creativity in Education: An Adobe Survey

* The Gamification of Education

* Tapping into Mobile Learning

* Investing in Girls' Education Pays Off

Many of these would be useful as topics for discussion or to use to teach students why infographics are useful in displaying data.

eclat's curator insight, December 30, 2013 11:15 AM

Подтверждение того, что инфографика - должна быть важной составной частью обучения, в том числе в системе последипломного образования

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8 Online Games for Inspiring Students

8 Online Games for Inspiring Students | Eclectic Technology | Scoop.it
Eight brilliant online games that can engage, inspire and equip students with the tools and ambition to approach a whole host of exciting careers and paths.
Beth Dichter's insight:

Check out this post for games for many disciplines. You will find links to and information about the following games.

* Pavlov's Dog

* Power Up

* Lord of the Flies

* Cisco Binary Game

* The Transistor

* Climate Change

* Laser Challenge

* Immune System Defender

TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
TopMBA's comment, December 5, 2013 1:48 PM
Great scoop! You may also enjoy this article: http://www.topmba.com/blog/online-game-offers-scholarship-route-simon-mba-mba-news
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Getting the Facts on Game Based Learning (INFOGRAPHIC)

Getting the Facts on Game Based Learning (INFOGRAPHIC) | Eclectic Technology | Scoop.it
The Knowledge Guru team knows how effective serious games and game based learning are, that's why we've developed an entire learning game engine focused on making game based learning easier to impleme...
Beth Dichter's insight:

This infographic shares why games should become a part of your classroom. Sections include:
* The Creation Process requires that you define structional objectives/goals, brainstorm concepts, create a paper prototype, play test, evaluate, refine (and potentially repeat this process numerous times) before the final game.

* It Really Works - providing data from a number of studies that show significant increases in grades after using game based learning.

* 3 Great Reasons to Use Games (check out the reasons on the post!)

* But Why Do Games Work which looks at essential elements required for learning and shares how each of these elements may be matched in game based learning

* The Role of Game Playing

Unlike many infographics this one provides links to sources which are easy to read. Are you interested in learning more about game based learning? If so, check out this post.

Florence HENCKE's comment, August 9, 2013 3:10 AM
Thank you for this infographic and the sources you used, the importance of having fun while learning seems to increase in education. Good news !
Ines Evaristo's curator insight, August 21, 2013 6:53 PM

Una buena infografía que resume estudios con resultados del efecto de los videojuegos en el aprendizaje de la educacion superior, cosa que no habia visto mucho.  Además, el inicio es bastante claro, hacer un videojuego "serio" o educativo es doble reto: lograr los objetivos de aprendizaje propuestos y diseñar un gameplay igualmente divertido, motivador, estimulante... es la diferencia entre un videojuego educativo de un juego didactico.

Taryn Coxall's curator insight, October 8, 2013 10:24 PM

This article gives great insight into the upcoming phenominon of "Game Based Learning".Although i have never seen it in my practises, after reading abit about it, i believe game based learning is something i would incoperate into my own classroom. Game Based learning provides a stimulating and engaging way of learning for children on a wide range of educational areas and topics. It is proven through this approach to learning students aremore likely to become motivated to learn, become increasingly engage and excel in their learning. 
Although many peoleay belive an "old school" approach to teaching is best, i feel it is highly necassary to kepp up with the fast moving pace of technology on offer, and use theseresources to help student in the classroom. Most learners that i have come aross are kinaesthetic learning, being one myself i can see how these games will help a variety of different learners and create opportunity for divergent thinking.

great resource which has iven me great insight.  

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Can Digital Games Boost Students’ Test Scores? | MindShift

Can Digital Games Boost Students’ Test Scores? | MindShift | Eclectic Technology | Scoop.it
A new report released today reveals the results attempting to answer the question: do digital games and simulation help students studying science, technology, math, and engineering achieve better learning outcomes?
Beth Dichter's insight:

To what extend do digital games boost students' test scores in STEM? According to the preliminary data released by SRI "students at the median in the control group (no games) could have been raised 12 percent in cognitive learning outcomes if they had received the digital game." (From an analysis of 77 peer-reviewed journal articles K-16 in STEM.)

And it turns out that simulations may create a larger impact.

Take a look at this post and see where gamification may be heading in the future!

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Teachers, Students, Digital Games: What’s the Right Mix? | MindShift

Teachers, Students, Digital Games: What’s the Right Mix?  | MindShift | Eclectic Technology | Scoop.it

"When St. Louis fifth-grade teacher Jenny Kavanaugh teaches history, she uses her laptop to look at a map, or to give kids a virtual 

our of the historical landmarks they’re studying. “Students can interact with history in very cool ways online,” she said."

But when it’s time for math, she puts the computer away. Even though Kavanaugh thinks technology is a great tool to enhance and deepen certain lessons, for drill and practice of key concepts in class, she finds one-on-one practice to be much more effective than its technological equivalent – digital practice games.

Beth Dichter's insight:

When is the right time to use computer games and when is practice with paper and pencial a better way to learn concepts in teaching? Below are two quotes that appear in this post.

"...Gary Stager, founder of theConstructing Modern Knowledge Summer Institute, recommend that computers be used to add “deep and meaningful experiences” to teachers’ lessons, much of what the 91percent of teachers with access to computers are doing may be just the opposite."

and "43 percent of classroom computing goes to playing educational digital games, while a Joan Ganz Cooney study showed that nearly 50 percent of teachers use digital games in class. But with nearly half of all classroom computer time dedicated to games — many of which are played to reinforce basic skills like phonics, spelling or multiplication tables — some teachers are wondering if games really are innovative techniques used to enhance student learning. Or are they just flashy, colorful ways of dishing out more of the same?"

The post also discusses the best use of iPads as well as SimCityEDU. Two questions are also raised in this post, are games being used to enhance instruction, and do we lose something when students use technology rather than paper and pencil to learn?

Katie S.'s curator insight, April 9, 2015 4:29 PM

This blog post discusses the use of technology and games in the classroom.  While teacher Jenny Kavanaugh uses games and technology for teaching history, she criticizes the drill like nature of math games and the post sees that developments need to be made in educational games to make them more useful and engaging.  It seems that history is at the forefront though, as online content is able to give a more direct experience of past, place, and events.

benjamin costello's curator insight, May 20, 2015 5:36 PM

Kids like many people learn in a variety of ways so whether you teach the "old fashion" way or through technology I think you must be aware of this. Digital games are just one way to achieve this but I think you have to fully immerse yourself and your students in the technology to be able to fully grab the good intention of it. Trial and error still work.

Gabrielle's curator insight, May 21, 2017 8:53 PM
Helps students engage in historical periods they're studying.
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The 7 Most Powerful Ideas In Learning Available Right Now

The 7 Most Powerful Ideas In Learning Available Right Now | Eclectic Technology | Scoop.it
Beth Dichter's insight:

If you had to come up with the seven most "compelling trends" in education today what would they be? This graphic shows one view of the trends. The ones listed are:

* Digital & Research Literacy 

* Shifts from Standards to Habits

* Game-Based Learning and Gamification

* Connectivism

* Transparency

* Place-Based Education

* Self-Directed Learning and Play

For more information on these check out the original post.

Darren Smith's curator insight, March 14, 2013 12:04 AM

Love this. professional Learning Teams can benefit from this.

Nancy Jones's comment, March 14, 2013 11:53 AM
Love it. Thanks, as always , for sharing all this great stuff:)
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40 Sites for Free and Quality Science Learning Games

40 Sites for Free and Quality Science Learning Games | Eclectic Technology | Scoop.it
Digital educational games, interactives, virtual labs are excellent resources to assist learning and raising interests for inquiry or investigation. To visualize concepts or to do experiments on computers are cost-effective and efficient. Some games even use role-playing techniques or story lines. Some games create a virtual journey which is impossible to have in real world. We just featured Zombie Plague recently and thought we should give a review on all those quality sources of science learning games. Most sites are from education institutions, non-profit organizations or sponsored by grants, they are free to play. (Simulations are not included in this post, we’ll try to make another post for them)

Games for kids of all ages are listed. A great resource to help students explore science.

Cynthia Mosley's curator insight, June 30, 2015 6:20 PM

This site provides digital educational games that provides visual concepts along with experiment activities.

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What’s the Difference Between Games and Gamification?

What’s the Difference Between Games and Gamification? | Eclectic Technology | Scoop.it

When reading about education these days the term gamification comes up often. What is gamification and why are we discussing this in education? This post explores the concepts behind gamification, games, and simulations, discussing what they are, how they may be used and some pros and cons.

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The 20 Best Blogs About Game-Based Learning - Online Colleges

The 20 Best Blogs About Game-Based Learning - Online Colleges | Eclectic Technology | Scoop.it

Game-based learning is gaining traction in many areas. There are concerns, but there is also much to suggest that game-based learning helps students learn academic subjects. Here is a listing of 20 blogs that discuss game-based learning, with descriptions that provide information so you may choose which you might like to follow.

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20 Must-See Facts About The 21st Century Classroom | Edudemic

20 Must-See Facts About The 21st Century Classroom | Edudemic | Eclectic Technology | Scoop.it

"The classroom of the future is on your doorstep. We’re getting slapped in the face with technology (sorry about that, partially my fault), flipped classroom models, and innovative ideas.

So what is the current state of the 21st century classroom? How many teachers have computers in their classroom? What are the 3 biggest reasons to use technology in your classroom? A new infographic from Open Colleges spells it out."

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