Information and digital literacy in education via the digital path
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Information and digital literacy in education via the digital path
Literacy in a digital education world and peripheral issues.
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Digital Narrative Games – Digital Literacies CORE 2096

Digital Narrative Games – Digital Literacies CORE 2096 | Information and digital literacy in education via the digital path | Scoop.it
This course is entitled CORE 2096 (Selected Topics): Digital Identities and Digital Literacies in an Intercultural Context. It was designed by me, Maha Bali (@bali_maha on Twitter) and first taught by me Fall 2017 at the American University in Cairo. It meets the Global/World studies requirement. Old Syllabus is here (anyone can comment) The word cloud below shows the topics highlighted in the course, namely Digital identities and literacies Intercultural learning Global citizenship The course is centered on in-class discussion and activities, online dialogue via Soliya and other intercultural experiences. Assignments are mainly informal writing assignments via blogs and other digital experiences, and all student work is aggregated to this website http://diglit.creativitycourse.org. There are no exams in this course and the final assessment is a creative final reflection blogpost on the course itself.
 
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Game Library Camp 2017 - games and gamification in libraries - Artefacto

Game Library Camp 2017 - games and gamification in libraries - Artefacto | Information and digital literacy in education via the digital path | Scoop.it
Game Library Camp, held on Saturday at the British Library, was a library camp event all about games in libraries. It was organised by a crack team comprising Stella Wisdom (British Library Digital Scholarship team) Darren Edwards (Bournemouth Libraries) and Gary Green (Surrey Libraries).

Like other kinds of Library Camps, Game Library Camp was an unconference-style event where sessions are collaboratively contributed on the day and post-it notes play a starring role.
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How to Start Incorporating Games Into the Classroom

How to Start Incorporating Games Into the Classroom | Information and digital literacy in education via the digital path | Scoop.it
From dice to educational video games, classes led by instructional technology teacher Ryan Read are increasingly full of game-based learning! Ryan's responsibilities at Jackson Charter School in Rockford, IL include supporting other teachers as they try out new modes of instruction in the classroom. Ryan shares his experiments with technology and game-based learning extensively on Twitter as @Ryan7Read.
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The Secret to Effective e-Learning Games - eLearning Industry

The Secret to Effective e-Learning Games - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
The Secret to Effective e-Learning Games. Designing Effective e-Learning Games Take a look at these 5 essential elements found in effective e-Learning games
Cultural Infusion's curator insight, July 7, 2015 1:53 AM

What are the secrets of an effective e-Learning Game ?

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The MindShift Guide to Digital Games and Learning

The MindShift Guide to Digital Games and Learning | Information and digital literacy in education via the digital path | Scoop.it
The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
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Can Games Save Higher Education?

Can Games Save Higher Education? | Information and digital literacy in education via the digital path | Scoop.it

 

In Minds on Fire: How Role Immersion Games Transform Colleges, Mark C. Carnes makes the case that they might. Students at Pace University have become so engrossed in a game called Henry VIII and the Reformation Parliament that class spills into the dorms: “students endlessly debated, gossiped, and strategized Tudor religion and politics.” At Dordt College, students playing Rousseau, Burke, and Revolution in France 1791, ask to begin class half an hour early so that they can complete the game. Every student attends the four early morning sessions.

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A Guide to games and Learning | MindShift

A Guide to games and Learning | MindShift | Information and digital literacy in education via the digital path | Scoop.it

How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education.

The MindShift Guide to Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. The guide make sense of the available research and provide suggestions for practical use. The post series will evolve into a downloadable guide, and can be used as a touchstone for thoughtful consideration of best practices for teachers and parents.

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10 Free Online Educational Game Sites

10 Free Online Educational Game Sites | Information and digital literacy in education via the digital path | Scoop.it
Web-based games can prove to be a treasure trove of learning opportunities, and there are a variety of content-areas, age ranges, and skill levels to choose from. The true pay dirt for browser-based learning games can be found on large online digital game hubs. Here are 10 game hubs players that teachers can use to as one tool in their arsenal.
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100 Great Game Based Learning and Gamification Resources

100 Great Game Based Learning and Gamification Resources | Information and digital literacy in education via the digital path | Scoop.it
Lots people want to get started with game based learning, gamification and serious games in their training. We've been curating game related content for over a year and a half while conducting our o
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Some of The Best Web Tools for Creating Educational Games in 2017

Some of The Best Web Tools for Creating Educational Games in 2017 | Information and digital literacy in education via the digital path | Scoop.it
Games are key to an interactive and engaging learning. They have the potential to increase students motivation and enhance their learning. Through engaging students in a wide variety of multimodal activities, games can foster a number of essential learning skills that include critical thinking, collaborative learning, strategic thinking, time management skills and many more.
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The Question Game: A Playful Way To Teach Critical Thinking

The Question Game: A Playful Way To Teach Critical Thinking | Information and digital literacy in education via the digital path | Scoop.it
The Question Game: A Playful Way To Teach Critical Thinking

Big idea: Teaching kids to ask smart questions on their own

A four-year-old asks on average about 400 questions per day, and an adult hardly asks any. Our school system is structured around rewards for regurgitating the right answer, and not asking smart questions – in fact, it discourages asking questions. With the result that as we grow older, we stop asking questions. Yet asking good questions is essential to find and develop solutions, and an important skill in innovation, strategy, and leadership.
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The Relationship Between Brains, Games and Learning ~ Educational Technology and Mobile Learning

The Relationship Between Brains, Games and Learning ~ Educational Technology and Mobile Learning | Information and digital literacy in education via the digital path | Scoop.it
Relationship between, games, brains and learning - interesting infographic

Via WebTeachers
elearning at eCampus ULg's curator insight, June 5, 2016 3:18 AM
Nice infographic about learning and gaming
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The Science And The Benefits of Gamification In eLearning - eLearning Industry

The Science And The Benefits of Gamification In eLearning - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Gamification In eLearning: How Science Supports Gamification In eLearning and What are The Top 5 Benefits of Gamification In eLearning?
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Free eBook - How Gamification Reshapes Learning

Free eBook - How Gamification Reshapes Learning | Information and digital literacy in education via the digital path | Scoop.it
The Learning Professionals Free Gamification eBook. Would you be interested in the Most Effective Uses of Gamification in Learning?
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Helping libraries use non-digital games to improve political and information literacies.

Helping libraries use non-digital games to improve political and information literacies. | Information and digital literacy in education via the digital path | Scoop.it
I currently run workshops on creating non-digital games for libraries, with the focus on developing information literacy skills. Currently, most attendees are college / university library staff, developing the information literacy of higher education students. I'd love to expand this to be able to run free workshops for public libraries on how they can create games themselves and in conjunction with their users to teach digital, information, and political literacies in their local populations. As I'm UK based, I'd run them across the UK, but also in Northern Europe (in English) for local library services as funding allows. I'd also leave a set of materials with each service to run their own workshops.
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Just a Game? | American Libraries Magazine

Just a Game? | American Libraries Magazine | Information and digital literacy in education via the digital path | Scoop.it

Everyone grows up playing games. Whether it’s hide-and-seek, checkers, or Angry Birds, gaming pervades our culture and is an indelible part of our childhoods. Online gaming has become an activity that transcends gender, culture, and age. Even nongaming online platforms contain gaming elements, such as the rewarding of check-ins at locations on Foursquare, the location-based mobile social networking site.

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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 | Information and digital literacy in education via the digital path | 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.
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Four insights into the future of games and technology for learning | Digital

Four insights into the future of games and technology for learning | Digital | Information and digital literacy in education via the digital path | Scoop.it

Two very disparate sources shared insights this week on the role of video games, and by extension, technology more broadly, in 21st century learning. James Paul Gee, a venerable yet cutting-edge education researcher and social critic, spoke about the topic to the Digital Media and Learning center of the MacArthur Foundation, and the Joan Ganz Cooney Center , the research center on children, learning and media founded by the founder of Sesame Workshop, came out with a big “market map and investment analysis” of “games for a digital age,” meaning, games in K-12.

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