Education 2.0 & 3.0
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Education 2.0 & 3.0
All about learning and technology
Curated by Yashy Tohsaku
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Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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Copyright the Card Game –

Copyright the Card Game – | Education 2.0 & 3.0 | 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.

Via Elizabeth E Charles
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Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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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 | Education 2.0 & 3.0 | 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.

Via Elizabeth E Charles
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Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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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 | Education 2.0 & 3.0 | Scoop.it
Gamification has serious implications for college students—and perhaps it’s time higher education got serious about implementing game design.

Via Elizabeth E Charles
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4 Innovative Companies That Gamified eLearning - eLearning Industry

4 Innovative Companies That Gamified eLearning - eLearning Industry | Education 2.0 & 3.0 | Scoop.it
Innovative Companies That Gamified eLearning. 2 Educational Learning Companies and 2 Enterprise Learning Companies That Gamified.

Via Elizabeth E Charles
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.

Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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How Gamification Is Changing Education | SmartData Collective

How Gamification Is Changing Education | SmartData Collective | Education 2.0 & 3.0 | 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.

Via Elizabeth E Charles
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Rescooped by Yashy Tohsaku from Information and digital literacy in education via the digital path
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How One Designer Bridged the Gap Between Play and Learning

How One Designer Bridged the Gap Between Play and Learning | Education 2.0 & 3.0 | 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.

Via Elizabeth E Charles
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