This link has been bookmarked by 83 people . It was first bookmarked on 22 Apr 2014, by Janet Wills.
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23 Mar 15
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07 Mar 15Clint Hamada
"@MindShiftKQED: Tapping Into the Potential of Games and Uninhibited Play for Learning http://t.co/x785ta02zu" @rappin01 #vtcon
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08 Dec 14
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29 Jun 14
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All games facilitate some kind of learning. Even games that are not meant to be educational teach kids something — even if it’s just the rules of the game. The learning is so effective that it deserves our attention. Educational psychologists study it. Sociologists study it. Neuroscientists study it. They’re all trying to figure out what makes the great games work. In some cases, researchers are attempting to isolate and identify the attributes of video games that stimulate engagement and perseverance. It is this kind of research that has led to the “gamification” trend.
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gamification attempts to superimpose the stimulating motivational aspects of the game world onto the life world
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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
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Be wary of gamifying your classroom in a way that disempowers students through extrinsic rewards. Remember, it is not the gold stars, points, or smiley faces that motivate gamers (nor students). Stars, points, and badges are simply symbolic representations marking a task well-done.
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game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool
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11 Jun 14
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19 May 14
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14 May 14Jenna Ervin
In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own
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11 May 14
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09 May 14
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Crista Anderson
Tapping Into the Potential of Games and Uninhibited Play for Learning | MindShift http://t.co/tALpebcnpf via @MindShiftKQED
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angpotts
By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interac...
Part 1 of the MindShift’s Guide to Game-Based Learning. By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. via Pocket -
26 Apr 14Équipe École 2.0
"By now, you've probably heard the buzzwords: "game-based learning" and "gamification" are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage the interactive power of video games for learning. Why? It turns out games are actually really good teachers."
info en anglais document d'information pédagogie jeu éducatif apprentissage général jeu sérieux
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25 Apr 14
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maiwagun jaiyenyen
"Angry Birds teaches the rules, one baby step at a time, one superpower after another."
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24 Apr 14
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Ashley Tan
Fiero & empowerment: The roots of successful game-based learning & gamification http://t.co/ZdXylPz3JR #edsg
via:packrati.us edsg gbl game-based learning gamification fiero empowerment
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games are actually really good teachers
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Kids play for hours until they master the game, until they discover the patterns.
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They talk about it with their friends. They share tips. They share tricks. They learn together.
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The learning is so effective that it deserves our attention
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gamification attempts to superimpose the stimulating motivational aspects of the game world onto the life world.
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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
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Fiero is the rush of excitement that gamers experience when they overcome challenges.
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It’s a craving for challenges that we can overcome, battles we can win, and dangers we can vanquish.
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Fiero is a rush unlike any other rush, and the more challenging the obstacle we overcome, the more intense the fiero.
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Fiero is about the way you feel when you are liberated from restrictions and constraints and enabled to just be uninhibited, to play free.
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In the classroom, fiero makes students see that they’re empowered players in their own education.
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All teachers, however, can attempt to harness the motivational power of fiero
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Gamification is about making a non-game into a game.
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Tools enable flexibility and great teaching requires being adaptable.
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It’s not that we want you to replace what you’re already doing with video games. Instead, we want you to supplement and compliment your already successful strategies with another potentially powerful tool.
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The MindShift Guide to Game-Based Learning
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23 Apr 14Shabbi Luthra
"MindShift Guide to Game-Based Learning i"
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park ginder
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.
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Zoe Pipe
RT @chuckholland: Tapping Into the Potential of Games and Uninhibited Play for Learning | MindShift http://t.co/GCHgnwuuOd via @MindShiftKQ…
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Cathie Howe
.@jordosh dives into diff btwn gamification and game-based learning in 1st in a new series for @MindShiftKQED http://t.co/zneAmZVLYa #gbl
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All games facilitate some kind of learning. Even games that are not meant to be educational teach kids something
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They gamify learning by replacing grades with levels and merit badges.
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gamification manifests when teachers create project-based units where completion, or the demonstration of mastery, is what allows the student to move on.
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When learning is structured like a game, students intuitively understand the cumulative nature of learning. They’re motivated to master a compounding sequence of skills.
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Be wary of gamifying your classroom in a way that disempowers students through extrinsic rewards
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Think about the compounding way in which Angry Birds teaches the rules, one baby step at a time, one superpower after another. Video games teach players the skills needed to overcome particular kinds of challenges; then they require a demonstration of mastery in order to move onto the next level. Players may get three or four chances to show their ability to execute the new skill. If they fail, it’s back to the prior level. If they succeed, it’s on to the next.
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Across the country, teachers are using gamification in their classrooms every day. They gamify learning by replacing grades with levels and merit badges.
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Doug Peterson
Tapping Into the Potential of Games and Uninhibited Play for Learning http://t.co/HAznewGrwT
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Samuel Wightman
Tapping Into the Potential of Games and Uninhibited Play for Learning http://t.co/bbuLYGxruj via @MindShiftKQED — Sam Wightman (@ThatsWightman) April 23, 2014
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22 Apr 14
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Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work exactly the same way, but perhaps not so efficiently), and there’s a slew of video games, digital apps, and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.
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It’s not that we want you to replace what you’re already doing with video games. Instead, we want you to supplement and compliment your already successful strategies with another potentially powerful tool.
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