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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Copyright the Card Game –

Copyright the Card Game – | Information and digital literacy in education via the digital path | Scoop.it
As part of our work we have developed a new engaging approach to copyright education sessions. For those of you who have ever delivered copyright training, you know it can often be a rather dry subject, that we often have difficulties persuading colleagues to attend. Well that will all be set to change, once you start thinking more creatively about copyright education. Instead of focusing on aspects of the law and thinking about what copyright might stop people from doing, our game encourages them to focus on four positive aspects to copyright. it is based on working in teams to tackle a number of common scenarios. We are looking to add new scenarios to the game all the time, to make it relevant for different types of staff and hope to start working on a version for PhD students.
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Escape Room Activities in the Library – Canadian School Libraries Journal

Escape Room Activities in the Library – Canadian School Libraries Journal | Information and digital literacy in education via the digital path | Scoop.it
Imagine waking up one day in total darkness, unsure of where you are and unable to remember anything about yourself except your first name. You discover you are trapped in the middle of a maze called the Glade with several other people. Your mission is to find your way out while avoiding the Grievers – your life depends on it.

Or perhaps ….Danger lies before you, while safety lies behind, Two of us will help you, whichever you would find, One among us seven will let you move ahead, Another will transport the drinker back instead, Two among our number hold only nettle wine, Three of us are killers waiting hidden in line.

Both of these are opening scenarios for escape room activities in the library. Creating engaging interactive problem solving activities is an engaging way to connect with your students. Recently Julian Taylor and myself presented Breakouts and Beyond at the OLA Super Conference where we provided a quick overview of what a Breakout or escape room is and some advice on how to implement this type of activity in the library.
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Rescooped by Elizabeth E Charles from Educational Technology News
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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."


Via EDTECH@UTRGV
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!

Rescooped by Elizabeth E Charles from Daily Newspaper
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A Gamified e-Learning Design Model to Promote and Improve Learning

A Gamified e-Learning Design Model to Promote and Improve Learning | Information and digital literacy in education via the digital path | Scoop.it
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

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Andreas Christodoulou's curator insight, June 2, 2016 1:03 AM
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Gust MEES's curator insight, October 28, 2016 5:52 AM
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

 

Learn more / En savoir plus / mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

delta14's curator insight, October 28, 2016 11:46 AM
Describe los componentes lĂşdicos que favorecen los aprendizajes en ambientes virtuales.
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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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A Practical Way To Apply Gamification In The Classroom - eLearning Industry

A Practical Way To Apply Gamification In The Classroom - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Want to know how to apply Gamification In The Classroom? Check a practical gamification application in the classroom.
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4 Innovative Companies That Gamified eLearning - eLearning Industry

4 Innovative Companies That Gamified eLearning - eLearning Industry | Information and digital literacy in education via the digital path | Scoop.it
Innovative Companies That Gamified eLearning. 2 Educational Learning Companies and 2 Enterprise Learning Companies That Gamified.
Linda Kaiser, PhD's curator insight, January 5, 2015 5:01 PM

While this article discusses some of the companies who provide game-based learning solutions, there is also a discussion on the use of badges again.  There is definitely a ties between game-based learning and the badges movement.

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The 23 Best Game-Based Education Resources for 2014 | Edudemic

The 23 Best Game-Based Education Resources for 2014 | Edudemic | Information and digital literacy in education via the digital path | Scoop.it

Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it’s an enjoyable, effective experience for students and teachers alike. We’ve curated 23 of the best game-based education resources for 2014. If your class hasn’t gotten its game on yet, then now is the time.

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Report Finds Teachers Underutilize Resources for Digital Games in the Classroom

Report Finds Teachers Underutilize Resources for Digital Games in the Classroom | Information and digital literacy in education via the digital path | Scoop.it
A survey reports that most teachers are finding digital games in the classroom through informal means and could benefit from improved training and exposure to resources.
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Why you should care about gamification in higher education - eCampus News

Why you should care about gamification in higher education - eCampus News | Information and digital literacy in education via the digital path | Scoop.it
Gamification has serious implications for college students—and perhaps it’s time higher education got serious about implementing game design.
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Top 10 Competencies of a Gamified Learning Designer - Learnnovators - Bringing INNOVATION to E-LEARNING

Top 10 Competencies of a Gamified Learning Designer - Learnnovators - Bringing INNOVATION to E-LEARNING | Information and digital literacy in education via the digital path | Scoop.it
Gamified learning is one of the major revolutions happening around us that demands a shift in the mere thinking of ‘learning’. It requires us to unlearn and relearn some of the traditional notions related to learning styles and preferences, and the dimensions and the elements of learning design. In this article, we will take a quick look at the top 10 essential competencies required for a learning designer to design effective gamified learning interventions.
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Rescooped by Elizabeth E Charles from Educational Technology News
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How to Gamify Professional Development 

How to Gamify Professional Development  | Information and digital literacy in education via the digital path | Scoop.it
Just like their students, teachers can benefit from gamified learning opportunities.

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EDTECH@UTRGV's curator insight, January 15, 2019 6:20 PM

I'm all for spicing up my professional development through gamification... as long as it doesn't lengthen the training or distract from the learning goal.

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10 Ways to Prioritize Fun While Learning

10 Ways to Prioritize Fun While Learning | Information and digital literacy in education via the digital path | Scoop.it

What’s the best way to learn more efficiently? Adopting proven learning techniques like practice testing and interleaved practice is important, of course, but research shows that, on the whole, introducing novelty is one of the best ways to stay motivated and learn more effectively.

Russell Poldrack, professor of psychology and neurobiology and director of the Imaging Research Center at the University of Texas at Austin has been studying the brain systems behind our ability to learn, make decisions and exercise self-control.

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Rescooped by Elizabeth E Charles from Learning & Technology News
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A Guide to Creating Educational Computer Games

A Guide to Creating Educational Computer Games | Information and digital literacy in education via the digital path | Scoop.it
Please don't think that learning-by-doing is restricted to videogames! Anything where you can explore cause-and-effect, from videogames to simulations to board games to roleplay to social interaction to tinkertoys to interactive art... they all have this power.

We can get people to understand the world. To understand each other. To understand themselves.

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Nik Peachey's curator insight, March 29, 2017 10:19 AM

Quite long but has some interesting game examples.

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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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Rescooped by Elizabeth E Charles from Educational Technology News
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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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The Ultimate Guide to Gamifying Your Classroom | Edudemic

The Ultimate Guide to Gamifying Your Classroom | Edudemic | Information and digital literacy in education via the digital path | Scoop.it
The effects of gamification include increased student engagement, and class wide enjoyment of academic lessons, even from reluctant learners.
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Gamified Information Literacy

Gamified Information Literacy | Information and digital literacy in education via the digital path | Scoop.it
As part of the assessment for Digital, Media and Information Literacy, I've created a podcast which discusses Elmborg's Critical Information Literacy: Implication of Instructional Design (2006) and...
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Level Up Learning: A National Survey on Teaching with Digital Games

Level Up Learning: A National Survey on Teaching with Digital Games | Information and digital literacy in education via the digital path | Scoop.it

Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice.


Via Nik Peachey
Nik Peachey's curator insight, October 24, 2014 5:05 AM

This is a 69 page PDF, but it's well illustrated with plenty of infographics so easy to read.

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How Gamification Is Changing Education | SmartData Collective

How Gamification Is Changing Education | SmartData Collective | Information and digital literacy in education via the digital path | Scoop.it
Gamification is the use of game mechanics and design elements for things outside of games. Finding ways to make education more fun has always been part of a teacher’s job, but with a greater understanding of gaming principles, that job is being made easier.
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How One Designer Bridged the Gap Between Play and Learning

How One Designer Bridged the Gap Between Play and Learning | Information and digital literacy in education via the digital path | Scoop.it
An exhibit designer at the Boston Children's Museum says kids are 'natural scientists,' and she wants to create experiences that cater to them.
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