Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification. In the end, I came up with a system that I feel is instructive, useful, and elegant. The 8 Core Drives of Gamification 8) Loss & Avoidance
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The Big List of Class Discussion Strategies Listen to this article as a podcast episode: Podcast: Play in new window | Download (Duration: 38:22 — 53.1MB) Subscribe: iTunes | Android | When I worked with student teachers on developing effective lesson plans, one thing I always asked them to revise was the phrase “We will discuss.” We will discuss the video. We will discuss the story. We will discuss our results. Every time I saw it in a lesson plan, I would add a note: “What format will you use? The problem wasn’t them; in most of the classrooms where they’d sat as students, that’s exactly what a class discussion looked like. So here they are: 15 formats for structuring a class discussion to make it more engaging, more organized, more equitable, and more academically challenging. I’ve separated the strategies into three groups. Enjoy! Gallery Walk > a.k.a. Basic Structure: Stations or posters are set up around the classroom, on the walls or on tables. Philosophical Chairs > a.k.a. Pinwheel Discussion > Socratic Seminar > a.k.a. a.k.a.
PricewaterhouseCoopers joins GSummit as a Sponsor PricewaterhouseCoopers is ready for Gamification As the market for gamification matures, there are a number of significant changes in store for our nascent industry. Chief among those is the increased attention from bellwether companies that signal broadening support for our view of increased engagement through great design. One of the most sought-after categories is consultancies, particularly the large management/strategy agencies. That’s why we’re so excited to welcome PwC — PricewaterhouseCoopers — to GSummit as a first time sponsor. Obviously, PwC is not the only consulting firm involved in gamification, as evidenced by the amazing representation from top tier consulting firms for the first time this year at GSummit. I’ve long maintained that having practices devoted to gamification at major consulting firms was an important part of our maturation as an industry, but I’m especially pleased at the major progress we’ve made. Save $150 on your ticket by using code GBLOG14 at checkout!
What We Can All Learn from a Montessori Classroom As we scramble for ways to improve our schools, to meet every student’s needs, to push back against a test-score driven educational culture, many of us wonder what the right path might look like. Is it possible that path has been under our noses for more than 100 years? Until five years ago, I had no idea what Montessori was. When I heard people use the word, I assumed it was some early-childhood thing, some kind of school that was maybe a little esoteric and maybe a little privileged. Then, when my oldest child reached preschool age, and then the next kid and the next, I sent them to a Montessori preschool. During those years, I became more familiar with Maria Montessori’s philosophy, pioneered over 100 years ago in Italy, and I liked it. For some parents, it wasn’t that simple. Several years ago, a tiny educational revolution started in Bowling Green, Kentucky. First, they held several meetings to see if enough families would be interested in the school. I think we could.
How Game Thinking is Changing Brands? 5 gaming dynamics that truly engage students “How do we get kids to walk out of our classrooms and continue to think about what they’ve done in class?” he asked. Games give students an “endless list of things they have to complete–but the difference [compared to homework] is that they’re making the list,” Kiang said. The top five most addictive games, Kiang said, are: 5. Leave of Legends, because of its large social element 4. Civilization V, due to its flexibility and multiple ways to solve problems and meet challenges 3. There’s a great amount of power in the open-endedness of Minecraft as a learning environment, Kiang said. “When you know who your kids are, it makes a huge difference in how you see them–you can’t expect kids to fit in one mold,” he said. Kiang described the five gaming dynamics that engage students and make it easier for educators to integrate gaming into their instruction: 1. 2. “In my class, I don’t necessarily want to create ‘A’ students–I want to create kids who are confident risk-takers,” he said. 3. 4. 5.
How to Crowdfund Your Project: Campaigns, Causes, and Non-Profits | Solar Mosaic | Invest in Solar Projects Anywhere Crowdfunding is growing fast: in 2011, a comprehensive review put the industry’s size at $1.5 billion, and projected that it would grow to $2.8 billion by the end of 2012. Crowdfunding is also becoming more diverse: platforms now exist that make it possible to put money towards everything from equity investments in businesses to interest-bearing loans for solar energy to donations for music, film, and art projects. Many new crowdfunding platforms are also aiming it to make it easy to fundraise for campaigns or non-profit organizations. Here are four sites that can help you get your project off the ground: Indiegogo While Indiegogo is a broad-based, big-time platform (a la Kickstarter), it also maintains a serious commitment to funding social change. How to Launch a Campaign Indiegogo does not screen its campaigns. Advantages Indiegogo has a big community. Disadvantages Indiegogo has a low bar for posting a campaign, meaning there can be a lot of competition for eyeballs. Total Fees Crowdrise
9 Tips for Engaging Your English Class with Pop Culture This guest post has been contributed by Jay Meadows. I’ve been teaching English for many years, across multiple grade levels, from middle school to high school to college. I’ve read (and have written) heaps of education books and research articles. And yet the premise for this post is so simple, I’m willing to bet that any one of our students can pin it down without a moment’s hesitation. What is the most essential ingredient to a rockstar lesson? It’s student engagement. We sometimes dress it up with the bells and bows of PBL, or strip it down to its bare components: authenticity, motivation, relatability. And for what? To better engage our students. In recent years, I’ve had the greatest success in achieving these things—and in evoking that sensation of having time-traveled—when I’ve gone out of my way to make deliberate connections between my students’ most popular interests and the “stuff” of my class. 1. 2. 3. 4. 5. 6. 7. 8. 9.
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Four Tools to Merge the Digital and Physical in Your Maker Classroom It’s a new world: the digital and tangible are merging, and educators need to help students navigate the changing terrain. The solution? Let them be Makers. I’ve been involved in digital learning and education technology for more than 30 years, and the burgeoning attempt to merge the digital and physical worlds has been one of the most interesting aspects of the evolution of EdTech to date. Managing that change in a Making context that encompasses digital tools, hands-on construction, creation and interaction allows students to learn and create new knowledge experientially. It gives them the ability to conceptualize new ideas and invent solutions for unexpected problems. It’s no longer enough—if it ever was—for teachers to lecture to a row of desks; today’s teacher must be more of a coach. See, Understand, Make 2. 3. 4. Today’s Makers Solve Tomorrow's Problems There are challenges in navigating this emerging territory. We can tackle these obstacles.
PlayGen :: Make Games and Gamification How to create digital homework that students love US History teacher Jennifer Hesseltine combined TED-Ed Lessons with an interactive blackboard to create a digital homework space that students love. Let’s redesign homework. When’s the last time your students got excited to do homework? Or said things like, “Wow…just WOW. It is amazing how much is out there that we just don’t know about”? What if every homework assignment could expand a student’s worldview while engaging a kid’s natural curiosity? For her TED-Ed Innovation Project, US History teacher Jennifer Hesseltine created a digital homework space that students love. 1. You can either create a lesson using any engaging video of your choice, or simply customize an existing TED-Ed Original or TED-Ed Select lesson. 2. Give this homework space a fun title and a quick description. 3. If you need help sharing a customized lesson link, read this. “Wow…just WOW. 4. Students love TED-Ed lessons and the opportunity to learn. “TED-Ed videos are more fun than normal homework assignments.” 5.