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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Information Literacy resources | Thomasville High School

Information Literacy resources | Thomasville High School | Information and digital literacy in education via the digital path | Scoop.it

Library Skills Scavenger Hunt 
This scavenger hunt is designed to assist students in developing information seeking abilities by identifying and utilizing various print resources in the THS Media Center. It is also designed to help students to develop skills in utilizing our online library catalog as well as in evaluating the validity of websites.

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Fake It To Make It | Games for Change

Fake It To Make It | Games for Change | Information and digital literacy in education via the digital path | Scoop.it

Fake It To Make It is a simulation-style game where players take on the role of someone creating and distributing fake news for profit. Players learn how misinformation is created, spread, and emotionally targeted, and leave better prepared to be skeptical of misinformation that they encounter in the future.


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Monica S Mcfeeters's curator insight, November 26, 2017 2:51 PM
Interesting tool for teaching students to recognize fake news.
Presenters's curator insight, November 26, 2017 3:38 PM
Fake It To Make It es un juego que, apostando por la terrible actualidad, logra crear un entorno educativo. El jugador tiene que crear y difundir noticias para obtener beneficios, pasando por las etapas de creación, localización de un objetivo emocional, difusión... En definitiva, es un título que prepara al que lo termina para un futuro de escepticismo con las informaciones que reciba.
Ricard Garcia's curator insight, November 27, 2017 4:37 AM
Maybe a bit complex, but useful with young adults!!
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These 3 game-based components can increase student achievement-here’s how 

These 3 game-based components can increase student achievement-here’s how  | Information and digital literacy in education via the digital path | Scoop.it
What can gaming components of mastery, motivation and merit teach educators about successful student learning?

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Learning Should Be Fun: Gaming for Adult Learners

Learning Should Be Fun: Gaming for Adult Learners | Information and digital literacy in education via the digital path | Scoop.it

 Twenty English language learners, gathered at an East Boston community-based organization, are playing a storytelling game on their mobile phones. After beating the game and receiving a check mark for a successful mission, the players return to a virtual world where they, as their avatars, mingle with players in Florida. They chat by typing messages and arrange to play a word-guessing game together.

This is English Innovations, a blended English language learning model combining a classroom environment with self-paced online tools. One of the tools, Xenos, uses single- and multi-player social games to help adults build English language skills. Overall, the model delivers a flexible learning environment for adult learners with jobs and families, keeping them immersed and engaged.

It’s an exciting model, but one that is all too rare.

Marcio Jordan's curator insight, November 16, 2016 2:48 PM
This is about how adult learners can have fun playing video games 
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8 Principles Of Gamified Learning -

8 Principles Of Gamified Learning - | Information and digital literacy in education via the digital path | Scoop.it
As our society continues to evolve in response to the rapid changes brought on by universally accessible mass technology, the act of teaching (and the experience of learning) has been under significant pressure to adapt. Since the turn of the century, a number of approaches have been offered by scholars and practitioners to answer this challenge. One of them that I feel strongly is an essential part of the educator’s toolbox is gamified instruction.
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Watchworthy Wednesday: How Pokémon Go Promotes Learning Opportunities - DML Central

Watchworthy Wednesday: How Pokémon Go Promotes Learning Opportunities - DML Central | Information and digital literacy in education via the digital path | Scoop.it
Three blogs offer resources for how Pokémon Go can create meaningful learning opportunities inside and outside the classroom.
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9 Ways to Include Gamification in Learning Design Infographic - e-Learning Infographics

9 Ways to Include Gamification in Learning Design Infographic - e-Learning Infographics | Information and digital literacy in education via the digital path | Scoop.it
Gamification is one of the hottest trends in Learning and Development this year. Here are 9 ways to include gamification in your learning design.
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4 online training trends in 2016

4 online training trends in 2016 | Information and digital literacy in education via the digital path | Scoop.it
Business leaders and learners are demanding more from online training. Let's look at four important online training trends you need to consider in 2016.
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Build an Open and Shut Serious Game Strategy

Build an Open and Shut Serious Game Strategy | Information and digital literacy in education via the digital path | Scoop.it
Steps to Create a Serious Game Strategy To create a serious games strategy you need to follow these steps. But make sure to be flexible with them.

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Using Gaming Principles to Engage Students

Using Gaming Principles to Engage Students | Information and digital literacy in education via the digital path | Scoop.it

Gamification is not about punishments and rewards, which are external factors that will undoubtably lead to extrinsic motivation. It’s about occupying that safe space in which failure and success are necessary and natural parts of the journey, and learning to take neither one so personally.


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Sohaib Anwer's curator insight, January 20, 2016 11:36 AM

The Best

Ana Paula Farago's curator insight, January 25, 2016 10:26 AM

Dicas interessantes.

María Alejandra Gómez Oviedo's curator insight, January 28, 2016 11:40 PM

As each tool we should experiment within the classroom, it is possible to find pros and cons froms its results. This is hat is happening, exactly, with Gamification case. Although some people do not consider Gamification as the mainstream of education, some others argue this new wave of learning through games will be useful if teachers know how to manage it and use this kind of tools in a right approach.

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Low-Cost Gamification For Adult Learners - eLearning Industry

Low-Cost Gamification For Adult Learners - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Wondering how to gamify your eLearning courses for adult leanrers at low cost? Check 7 tips on low-cost Gamification for adult learners. 
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10 Strategies To Make Learning Feel More Like A Game

10 Strategies To Make Learning Feel More Like A Game | Information and digital literacy in education via the digital path | Scoop.it

"We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)"


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Gust MEES's curator insight, December 16, 2015 6:47 AM

We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)"


Learn more:


https://gustmees.wordpress.com/2014/10/03/design-the-learning-of-your-learners-students-ideas/


https://gustmees.wordpress.com/2015/07/19/learning-path-for-professional-21st-century-learning-by-ict-practice/




Miri Yochanna's curator insight, December 17, 2015 3:48 AM

Wonderful. This really gets one thinking of how to make learning more enjoyable and more effective and affective.

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23 Effective Uses Of Gamification In Learning: Part 1 - eLearning Industry

23 Effective Uses Of Gamification In Learning: Part 1 - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
How To Use Gamification In Learning. Check 10 Effective Uses Of Gamification In Learning by the Top Gamification experts!
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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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6 Reasons Why Gamification Enhances The Learning Experience 

6 Reasons Why Gamification Enhances The Learning Experience  | Information and digital literacy in education via the digital path | Scoop.it

"Enhance your learning experience by utilizing gamification and rewards like certificates, badges, or points."


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Rosemary Tyrrell, Ed.D.'s curator insight, September 8, 2017 10:54 AM
Interesting. 
 
Judith Peterson's curator insight, September 11, 2017 5:03 PM
I have used Quia to create games to help my students learn the elements and principles of design and other art facts with my high school art classes. The games provided a safe place for them to test themselves on what they have learned. They excitedly shared their scores with their peers and took part in friendly competition. I was delighted that my entire class worked until they got 100%! Needless to say by the time they took their final exam, they were READY!
Michelle Audain's curator insight, September 12, 2017 10:49 PM

Learning is always easier when it's fun and gamification makes it addictive too!

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Utilizing Gaming Elements: 5 Popular Ways Of Delivering Successful Game-Based Learning

Utilizing Gaming Elements: 5 Popular Ways Of Delivering Successful Game-Based Learning | Information and digital literacy in education via the digital path | Scoop.it
Creating effective learning games requires learning how to design good mechanics or rules and incorporating meaningful game elements. Here are some game
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Make a Snakes and Ladders educational board game using Microsoft Word

Make a Snakes and Ladders educational board game using Microsoft Word | Information and digital literacy in education via the digital path | Scoop.it
Submitted by Fiona Beal Most learners like to play dice board games of one kind or another. Board games satisfy a learner’
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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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Gamification Techniques: How to Apply Them to E-Learning - E-Learning Heroes

Gamification Techniques: How to Apply Them to E-Learning - E-Learning Heroes | Information and digital literacy in education via the digital path | Scoop.it

If you’re in the e-learning industry, you’ve heard the term by now: gamification. Sounds fun, right? But there’s a more deliberate aspect to gamification than throwing together some badges an
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Gamification Taxonomy

Gamification Taxonomy | Information and digital literacy in education via the digital path | Scoop.it
We have conducted extensive empirical research over the last 4 years as part of a university PhD program to develop the world's first comprehensive enterprise gamification taxonomy. Our taxonomy ha...

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elearning at eCampus ULg's curator insight, June 13, 2016 4:44 AM
An interesting taxonomy designed to help instructors to bring their game on
Josi Sierra's curator insight, June 15, 2016 3:31 AM
Gamifikazioaren Taxonomia interesgarri bat daukagu bat
Ricard Lloria's curator insight, June 18, 2016 3:12 AM
Share your insight
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5 steps to achieving successful gamification

5 steps to achieving successful gamification | Information and digital literacy in education via the digital path | Scoop.it
A growing trend in the learning industry these days is the use of gamification to enhance the learning experience. Without further ado here are my 5 tips to implement a successful gamification strategy:
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Classroom Gaming: What It Isn't, What It Is, and How to Do It Right

Classroom Gaming: What It Isn't, What It Is, and How to Do It Right | Information and digital literacy in education via the digital path | Scoop.it
In his TED Talk exactly six years ago, American video game designer Jesse Schell predicted a future in which games would rule everyday life. The government would hand out experience points—aka tax relief—for making “right” decisions, such as paying off your credit card bill or saving more in your re

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Carlos Rodrigues Cadre's curator insight, February 26, 2016 5:40 PM

adicionar sua visão ...

elearning at eCampus ULg's curator insight, February 27, 2016 4:57 AM

Nice TED presentation about the possibilities of gaming in education

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EdTech Tools That Use Gamification to Improve Student Learning - EdBlog

EdTech Tools That Use Gamification to Improve Student Learning - EdBlog | Information and digital literacy in education via the digital path | Scoop.it

These five edtech tools are focused on education and provide you with a great place to start if you’re new to gamification in the classroom.

Michelle Nimchuk's curator insight, April 26, 2016 2:53 PM

Edtech tools for incorporating gamification in the classroom

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25 Critical Thinking Apps For Extended Student Learning -

25 Critical Thinking Apps For Extended Student Learning - | Information and digital literacy in education via the digital path | Scoop.it
There are many apps that do promote critical thinking--and often extended critical thinking and learning at that. These aren't clinical "critical thinking building" programs either, but rather often enjoyable exercises in strategy, tactics, and problem-solving thought.
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Information Literacy Weblog: Gamification resources

Information Literacy Weblog: Gamification resources | Information and digital literacy in education via the digital path | Scoop.it
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