gamification
EdTech 10: ISTE, Legs, Reach, Tabs & Texas
The flurry of edtech announcements leads to increased excitement over the trip many will take to San Antonio for ISTE13 next week.
DragonBox: This Is How You Gamify
DragonBox develops a user’s fundamental skills in algebra before teaching its context and application.
GlassLab and Beyond: Who’s the Designer and Who’s the Learner of the Next-Gen Game-Based Ed-Tech
By: Dr. Idit Harel Caperton The so called “gamification of education” has taken on multiple forms as computers and tablets become more common in the classroom and as games are becoming a dominant media in our lives. At the root of all “game-based learning” is the unique opportunity to engage students in learning where they want to be: inside video games. The ESA reports 32% of gamers are under 18 years old, and the industry only continues to grow.
How Minecraft is Teaching a Generation About Teamwork & the Environment
Minecraft, as it stands, has sold around twenty million copies across multiple platforms. It's arguably one of the most successful games of all time, and a demonstration of the fact that videogames do not have to be sexually charged gore-fests in order to be accepted by gamers en masse. Summarily, it's a game in which you are placed in a natural, procedurally-generated environment, and you must cut down trees, mine stone and ore, and generally manipulate your environment to build a home for yourself or go on a journey.
11 Steps to Gamify Your Next Lesson
With so many educators today discussing the possibilities and promises of online learning, one key aspect of education often forgotten in the quest to tear down these learning walls is the ability to create classroom magic within those very same walls. Along with blended learning, flipped classrooms, gamification and many other new instructional buzz words, virtual classrooms are unquestionably valuable educational instruments in a teacher’s pedagogical toolbox.
Gamification: Bring Gaming Mechanics Into Non-gaming Environments
Games are desirable. They put users in control. The users get rewards. Gamers go at their pace. Games require mastery for advancement. Success at some level is inevitable.
High School Educator Integrates Learning Through Game Design
When integrated effectively, technology melts into the background, surfacing new ways of learning material across a wide range of subject areas. One teacher has leveraged the use of digital games to engage students in learning.
How to Hack Into the Joy of Gaming
In schools, we need to figure out how to get our own joy and our students’ joy back, but we are going to have to move past grieving over what has been lost to do this. We need to hack the joyful mindsets of video gamers and use them to reinvent how we engage students, building a bridge to lure them back from the virtual world into the quaint magic of literature, art, and imagination in ours.
PBL in Primary: Making Up the Rules
This year, I have been using PBL (passion or project-based learning) in my classroom. Although language arts and math have certainly been involved, I have mainly been using the outcomes of my science, social studies and health curriculum as the focal point of my backwards-by-design planning.
Vinod Khosla Asks, ‘Will We Need Teachers Or Algorithms?’
Silicon Valley investor Vinod Khosla published "Will We Need Teachers Or Algorithms" on TechCrush this week, an article that argues we make poor use of teachers' and students' talents and training in the United States.