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Extra Credits: Gamifying Education

Extra Credits: Gamifying Education
Related:  Engagement and Sensory Immersion

Gamification Engages Students with Intrinsic and Extrinsic Motivators by Michelle Peterson Monday, August 11, 2014 On a planet where people spend 3 billion hours a week playing video and computer games, it's a good chance that using the tools that keep people engaged in games might work in a learning environment, too. Gamifying classes is also a good way to humanize the online, digital environment for students, according to Mark Relf, the state program coordinator for Rasmussen College, speaking to educators and allies at CompTIA's Academy Educator Conference in Phoenix. “Gamification is not anything anyone’s cornered the market on. These are techniques and tricks we can do within our classes to make the experience a little bit better,” Relf said. It’s like playing the license plate game on a long road trip: adding make-believe and goal setting to arduous tasks makes them more engaging. Finding Motivators in Gamification Simple changes to the grading system can also help. Instead of using letter grades, Relf uses “experience points” for his assignments.

Gamestar Mechanic La «classe inversée»: des convertis au Cégep de Lévis-Lauzon | Annie Mathieu Ils témoignent. «Je suis tombée à terre de voir que la vaste majorité des étudiants se préparent avant les cours», s'exclame Dave Bélanger, qui a été le premier parmi ses collègues à se lancer à l'eau. Puisque tout est lié en biologie, le visionnement des capsules s'accompagne de la réalisation de schémas à remettre en classe. Et ce n'est pas rare qu'ils soient tous remis sur son bureau. Patrice Babeux constate de son côté qu'il peut pousser plus loin la matière puisque celle-ci est mieux intégrée à la maison. Annie Turcotte , qui enseigne en mathématiques, constate également qu'elle travaille mieux avec ses étudiants lorsque la base est déjà acquise. Gagner du temps en classe En 2012, le professeur de chimie au Collège Maisonneuve Christian Drouin a été l'un des premiers au Québec à s'intéresser aux classes inversées, déjà très en vogue chez nos voisins du Sud. «Quand on utilise une seule méthode, les étudiants décrochent», a-t-il également noté.

Students Sitting Around Too Much? Try Chat Stations. | Cult of Pedagogy You’ve probably heard of — and maybe used — learning stations in your classroom. With stations, teachers set up activities around their rooms, then have students rotate from station to station, performing each task. They are a wonderful way to provide variety and engagement in your classroom. There’s only one real downside to stations — they take a LOT of time to set up. So today I’m proposing a watered-down version of stations that keeps the movement, interactivity and variety while minimizing the prep work. On top of their flexibility as a cooperative learning tool, Chat Stations can also dramatically improve whole-class discussions. Here’s a video demonstrating how Chat Stations work: The more traditional kinds of stations — where students perform more complex or hands-on work — are still the gold standard for student engagement, but Chat Stations can be a great strategy for those times when you haven’t been able to prepare a “real” station.

Gamification [n]: the use of game design elements in... If You Get the Chills From Music, You May Have a Unique Brain - Neuroscience News Summary: Researchers report on why some people experience more intense emotions while listening to music. Source: USC. Listen to what a USC researcher says about people who could have an enhanced ability to experience intense emotions. When Alissa Der Sarkissian hears the song “Nude” by Radiohead, her body changes. “I sort of feel that my breathing is going with the song, my heart is beating slower and I’m feeling just more aware of the song — both the emotions of the song and my body’s response to it,” said Der Sarkissian, a research assistant at USC’s Brain and Creativity Institute, based at the USC Dornsife College of Letters, Arts and Sciences. Der Sarkissian is a friend of Matthew Sachs, a PhD student at USC who published a study last year investigating people like her, who get the chills from music. The study, done while he was an undergraduate at Harvard University, found that people who get the chills from music actually have structural differences in the brain. Abstract

What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.[1] Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement. The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application. [2] History The oldest example of gamification are Frequent Flyer Programs that airline companies offer as a part of their customer loyalty programs. Gamification was a term that was first coined in 2003 by Nick Pelling, but did not gain popularity until 2010.[3] The term gamification began to gather interest and a following in 2010 when companies such as Badgeville started using it to describe their behavior platforms. Techniques Game Mechanics Examples See also

Arts Integration Lesson: Historical Figures Mashup | EducationCloset Who doesn’t love a good mashup? From Madonna to Zombies, mashups are a way into pop culture and lead to big opportunities for creative expression. In today’s free high school arts integration lesson, we’re using those mashups to help connect social studies, literature and media arts in a brand new way. Enter: historical figures! One of the best things about this lesson are the discussions that happen. Another item to note is that this lesson explicitly addresses the new Media Arts standards. For more lessons like this, be sure to visit our Arts Integration Lessons Page! Susan Riley is the founder and President of EducationCloset.com.

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