Education 2.0 & 3.0
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Education 2.0 & 3.0
All about learning and technology
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Rescooped by Yashy Tohsaku from E-Learning, Formación, Aprendizaje y Gestión del Conocimiento con TIC en pequeñas dosis.
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Diferencias entre gamificación y aprendizaje basado en juegos.  #elearning #educación #formación

Diferencias entre gamificación y aprendizaje basado en juegos.  #elearning #educación #formación | Education 2.0 & 3.0 | Scoop.it
Una sí es un juego y la otra solo busca imitarlo para propósitos didácticos. Descubre cuál es cuál.

Via Juan Jesús Baño Egea
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Rescooped by Yashy Tohsaku from E-Learning, Formación, Aprendizaje y Gestión del Conocimiento con TIC en pequeñas dosis.
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4 Next Gen Gamification Solutions To Enhance Your Corporate Training

4 Next Gen Gamification Solutions To Enhance Your Corporate Training | Education 2.0 & 3.0 | Scoop.it
Listen to the audio version With the maturing of the usage of Gamification for learning, there is a buzz on Next Gen Gamification solutions. In this article, I share 4…

Via Juan Jesús Baño Egea
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Microlearning and Gamification, a Healthy Mix for Ages

Microlearning and Gamification, a Healthy Mix for Ages | Education 2.0 & 3.0 | Scoop.it
Wanted to know how to make Microlearning and Gamification as a healthy mix? Read our article Microlearning and Gamification, a Healthy Mix for Ages.
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How gamification can support typing practice

How gamification can support typing practice | Education 2.0 & 3.0 | Scoop.it

"Learn how gamification can support typing practice in your classroom this school year. Prepare students for everyday success with Typing.com ..."


Via Leona Ungerer, Juergen Wagner
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Rescooped by Yashy Tohsaku from eflclassroom
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Getting to know you

Getting to know you | Education 2.0 & 3.0 | Scoop.it
The back to school student survey levels up in this family feud style game...SURVEY SAYS

Via paul rayner, Inna Piankovska, Juergen Wagner
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Rescooped by Yashy Tohsaku from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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5 Steps to Integrate Game-based Learning in Your Class via Educators' Technology

5 Steps to Integrate Game-based Learning in Your Class via Educators' Technology | Education 2.0 & 3.0 | Scoop.it
Free resource of educational web tools, 21st century skills, tips and tutorials on how teachers and students integrate technology into education

Via Tom D'Amico (@TDOttawa)
Hayley Bowman's curator insight, June 5, 2017 7:40 PM

As schools move more towards a digital based platform for learning, teachers are increasingly having to become more proficient in their own ICT skills. This article provides a guide on how to go about incorporating more ICT and game based learning approach into lessons.

Rescooped by Yashy Tohsaku from Multimedia Educativa
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The eLearning Guild : Getting Gamification Right: 22 Best Practices by Susan Jacobs : Publications Library

The eLearning Guild : Getting Gamification Right: 22 Best Practices by Susan Jacobs : Publications Library | Education 2.0 & 3.0 | Scoop.it
This eBook, Getting Gamification Right: 22 Best Practices, offers guidance for designing and implementing effective gamification initiatives from some of the industry’s leading names.
Via Jorge Jaramillo
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5 Resources to Gamify Student Writing via Ask a Tech Teacher

5 Resources to Gamify Student Writing via Ask a Tech Teacher | Education 2.0 & 3.0 | Scoop.it
Ask a Tech Teacher guest blogger, Karen Dikson, has put together a collection of online gamified sites that will help your students with their writing: You think the textbooks for today’s generatio…

Via Tom D'Amico (@TDOttawa)
Bryce Lester's curator insight, April 28, 2017 9:48 AM
I believe the best shoes for skateboarding are Vans. I think this because I have personal experience with the shoes and they have worked better than any other shoe for skateboarding. Vans was chosen as “best shoe of the year” by professional skateboarders. In many skateboarding videos the pros are wearing vans to skate in. One of Vans slogans is “World’s #1 skateboard shoe”. There are a couple nice things about Vans also, they’re not to pricey and they’re also very durable. In conclusion Vans are by far the best skateboarding shoe.
Rescooped by Yashy Tohsaku from Teach and tech
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How Can Games Help in Education Infographic - e-Learning Infographics

How Can Games Help in Education Infographic - e-Learning Infographics | Education 2.0 & 3.0 | Scoop.it
The How Can Games Help in Education Infographic explains why games are very important for the educational system.

Via Luísa Lima
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Rescooped by Yashy Tohsaku from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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New Research Proves Game Based Learning Works—Here's Why That Matters (EdSurge News)

New Research Proves Game Based Learning Works—Here's Why That Matters (EdSurge News) | Education 2.0 & 3.0 | Scoop.it
By Vadim Polikov

Via Tom D'Amico (@TDOttawa)
Manuel Garcia's curator insight, June 1, 2023 2:04 PM
A forthcoming study from Vanderbilt University demonstrates the positive impact of edgames on student performance, showing that students who played these games outperformed their peers on standardized tests. The study highlights the importance of conducting rigorous research and publishing the findings to advance the field of education technology and improve the overall quality of education.
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Why we should all think about the gamification of education

Why we should all think about the gamification of education | Education 2.0 & 3.0 | Scoop.it
The educational system as we know it needs a revamp. Actually, a revamp is not enough. The educational system needs to be restructured. A lot of things need to change, and the sooner that happens, the better. Too many students drop out of school, and this isn’t the way to get successful... http://elearningfeeds.com/why-we-should-all-think-about-the-gamification-of-education/
Via Christopher Pappas, juandoming, Maria Margarida Correia, Dean J. Fusto
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Explore Like a Pirate: Gamification Tips and Strategies with @MrMatera | #XPLAP · TeacherCast Educational Broadcasting NetworkbyJeffrey Bradbury

Explore Like a Pirate: Gamification Tips and Strategies with @MrMatera | #XPLAP · TeacherCast Educational Broadcasting NetworkbyJeffrey Bradbury | Education 2.0 & 3.0 | Scoop.it
In his new book, Explore Like a Pirate, author and educator Michael Matera helps us unlock our curriculum and engage our students by providing an amazing framework in which we can Gamify our classrooms. In todays episode, we sit down with Mike and Culinary Educator Tisha Richmond to discuss how we can bring Gamification into our classrooms.

Via Luísa Lima
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Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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Make a Snakes and Ladders educational board game using Microsoft Word

Make a Snakes and Ladders educational board game using Microsoft Word | Education 2.0 & 3.0 | Scoop.it
Submitted by Fiona Beal Most learners like to play dice board games of one kind or another. Board games satisfy a learner’

Via Elizabeth E Charles
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Rescooped by Yashy Tohsaku from ICT for Education and Development
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Creating Engaging eLearning Gamification Experiences for Higher Impact

Creating Engaging eLearning Gamification Experiences for Higher Impact | Education 2.0 & 3.0 | Scoop.it
Among the custom digital learning solutions, I find gamification to be one of the most effective in creating the right impact on the learners. Gamification in eLearning helps in better retention of knowledge and concepts. In this blog, I will discuss some approaches to make gamification in eLearning

Via Stewart-Marshall
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Water Bottle Flipping - the Game - Google Slides jeopardy like activity to gamify your classroom instruction or review by @AliceKeeler

Water Bottle Flipping The Game

Via Tom D'Amico (@TDOttawa)
happyrealization's comment, October 12, 2019 4:05 AM

A night before, my wife, Gurdeep did not feel convincing movements inside the womb.

https://happyrealization.com/3-beautiful-lessons-taught-by-my-3-year-old-daughter/
Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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Information Literacy resources | Thomasville High School

Information Literacy resources | Thomasville High School | Education 2.0 & 3.0 | Scoop.it

Library Skills Scavenger Hunt 
This scavenger hunt is designed to assist students in developing information seeking abilities by identifying and utilizing various print resources in the THS Media Center. It is also designed to help students to develop skills in utilizing our online library catalog as well as in evaluating the validity of websites.


Via Elizabeth E Charles
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The biggest education technology trends for 2019

The biggest education technology trends for 2019 | Education 2.0 & 3.0 | Scoop.it

"Through the latest educational innovations, teachers and students now have better access to quality resources and effective learning methods than ever before. Here are five technology trends set to further enhance the educational landscape in 2019 ..."

  1. Coding
  2. Seamless Resource Access
  3. Remote Learning
  4. Gamification
  5. Personalized LMS

Via Leona Ungerer, Juergen Wagner
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Rescooped by Yashy Tohsaku from Learning & Mind & Brain
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New gaming technology for learning now available to colleges and universities

New gaming technology for learning now available to colleges and universities | Education 2.0 & 3.0 | Scoop.it
U-M's successful gameful learning technology is now available to other institutions.

Via EDTECH@UTRGV, Miloš Bajčetić
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K12 embraces video games via Regina Whitmer

K12 embraces video games via Regina Whitmer | Education 2.0 & 3.0 | Scoop.it
Regina Whitmer

Via Tom D'Amico (@TDOttawa)
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Rescooped by Yashy Tohsaku from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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How Video Games Are Changing Education - The Gizmo Life by Tamara Sneyd 

How Video Games Are Changing Education - The Gizmo Life by Tamara Sneyd  | Education 2.0 & 3.0 | Scoop.it
Tamara Sneyd
April 26, 2017

Via Tom D'Amico (@TDOttawa)
Samantha's curator insight, May 20, 2017 3:57 AM
I truly enjoyed this read. As someone who plays several video games and loves them all dearly (there was a time in my adult life in which I had 5 consoles hooked up to one television), I think gaming is essential. There are many great aspects of video gaming, from hand-eye coordination to the fact that many games enhance spacial awareness, critical though, and an understanding of plot. Different games have different puzzles, and anything that gets students thinking is good.  
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Quiz your English | Cambridge English

Improve your English with our fun, free app Quiz your English. Download the Cambridge English app and practise your vocabulary and grammar skills with friends from around the world.

Via Billy Brick, Juergen Wagner
Billy Brick's curator insight, April 12, 2017 3:42 AM
A gamification element into IELTS
 
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Why students love a game-based learning experience 

Why students love a game-based learning experience  | Education 2.0 & 3.0 | Scoop.it
Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information.That's why students simply love a game-based learning experience.

Via Tom D'Amico (@TDOttawa) , Ivon Prefontaine, PhD
Gemma Ballarín's curator insight, March 22, 2017 5:30 AM
gamification

Ricard Garcia's curator insight, March 23, 2017 3:24 AM
Just in case you had doubts... let's play and learn!!!
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Will gamification be the future of education? – The Tech Edvocate

Will gamification be the future of education? – The Tech Edvocate | Education 2.0 & 3.0 | Scoop.it

The world of gaming has been intertwined with the world of education for a long time.  The two worlds have seemingly never had a quality relationship. The world of gaming has had a stranglehold on the attention of school age children for years. The world of education has consistently looked down on these games, sighting their presence as a destructive deterrent to a quality education. Rather than pitting these two worlds against each other, what if we entangled the two? What if we found a way to bring gaming to education and vice versa?


Via paul rayner
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Rescooped by Yashy Tohsaku from Learning & Mind & Brain
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Can Gamification Help Struggling Students?

Can Gamification Help Struggling Students? | Education 2.0 & 3.0 | Scoop.it

"If you aren’t familiar with the idea of gamification, be prepared to thank the Millennials for its inclusion in almost everything. Gamification involves bringing in traits traditionally associated with video games and using them to engage people in other activities. The principle has been used in everything from employee engagement efforts to healthcare objectives about customer wellness. And the educational system is not excluded from attempts to gamify previously uninspiring activities."


Via EDTECH@UTRGV, Miloš Bajčetić
Rosemary Tyrrell, Ed.D.'s curator insight, January 3, 2017 11:49 AM
Worth a read. 
 
Manuela Valentim's curator insight, February 11, 2017 4:50 PM
Share your insight
Ariane Benard Mechler's curator insight, March 11, 2017 3:47 PM

Gamification, an efficient way to attract and help millennials

Rescooped by Yashy Tohsaku from 21st Century Learning and Teaching
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Gaming for learning | #Gamification #Games #LEARNing2LEARN

Gaming for learning | #Gamification #Games #LEARNing2LEARN | Education 2.0 & 3.0 | Scoop.it
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

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

 


Via Kim Flintoff, Gust MEES
Kim Flintoff's curator insight, November 13, 2016 5:36 PM

Maybe we can look at an ANZ Water Challenge?  The Trans-Tasman Test in Water and Sustainability? @NZAquaRepublica

Gust MEES's curator insight, November 13, 2016 5:53 PM
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

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