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"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."
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.
"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."
A collection of web-based educational learning games for students, such as Minecraft, Sumdog, BrainNook, PowerMyLearning, DimensionU, etc.
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...
"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."
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.
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.
"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.
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.'
"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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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 …
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.
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...
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.
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...
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?
"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.
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.
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.
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.
"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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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.
Suggestions for how to meet these 6 social learning needs in your elearning course.