10 lessons learnt in the first ten years of the serious games movement. Sports, Games and Learning – a Serious Games Conference. Internationale filmschule koeln, Cologne, Germany. 17th March 2011.
Best Practices Around Implementing Educational GamesLindsey Tropf
Presented at STEMxCon 2013, Saturday, September 21st, and 1:00 EST.
http://stemxcon.com/forum/topics/best-practices-around-implementing-educational-games
Teaching Mathematics to English Language Learners admills
This session will present strategies to help teachers teach mathematics to English language learners including hands-on differentiation activities for teachers to do in the session.
The Education Game
Using Gamification in the Classroom
Abstract
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers.
This presentation examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
Want to Engage Your Students? Engage Them in the Math PracticesDreamBox Learning
It’s one of the most important questions math teachers ask every day: how do we engage students in meaningful, enjoyable mathematics? In this webinar for the Adaptive Math Learning community, presenters Zachary Champagne, Researcher at the Mathematics Formative Assessment Project at the Florida Center for Research in Science, Technology, Engineering, and Mathematics (FCR-STEM), and Tim Hudson, former Math Curriculum Coordinator for Missouri’s Parkway School District, and DreamBox’s Senior Director of Curriculum Design, shared useful insights about the Mathematical Practices that will help deepen students’ understanding, enjoyment, and success in math class. Zachary and Tim discussed how to stop teaching ‘tricks’ and instead engage students in thinking like a mathematician. They also shared insights about the power of formative assessment, the importance of uncovering students’ intuitive thinking, and how technologies such as adaptive learning can support the Mathematical Practices. Topics included: understanding equality and precision, observing students engaged in sense-making, and designing learning experiences that empower students to “look for” important mathematics. Additionally, Julie Benay, Principal of Malletts Bay School in Vermont, shared how her school implemented DreamBox and the outcomes they experienced. View the webinar to learn how to make math more engaging for your students.
Best Practices Around Implementing Educational GamesLindsey Tropf
Presented at STEMxCon 2013, Saturday, September 21st, and 1:00 EST.
http://stemxcon.com/forum/topics/best-practices-around-implementing-educational-games
Teaching Mathematics to English Language Learners admills
This session will present strategies to help teachers teach mathematics to English language learners including hands-on differentiation activities for teachers to do in the session.
The Education Game
Using Gamification in the Classroom
Abstract
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers.
This presentation examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
Want to Engage Your Students? Engage Them in the Math PracticesDreamBox Learning
It’s one of the most important questions math teachers ask every day: how do we engage students in meaningful, enjoyable mathematics? In this webinar for the Adaptive Math Learning community, presenters Zachary Champagne, Researcher at the Mathematics Formative Assessment Project at the Florida Center for Research in Science, Technology, Engineering, and Mathematics (FCR-STEM), and Tim Hudson, former Math Curriculum Coordinator for Missouri’s Parkway School District, and DreamBox’s Senior Director of Curriculum Design, shared useful insights about the Mathematical Practices that will help deepen students’ understanding, enjoyment, and success in math class. Zachary and Tim discussed how to stop teaching ‘tricks’ and instead engage students in thinking like a mathematician. They also shared insights about the power of formative assessment, the importance of uncovering students’ intuitive thinking, and how technologies such as adaptive learning can support the Mathematical Practices. Topics included: understanding equality and precision, observing students engaged in sense-making, and designing learning experiences that empower students to “look for” important mathematics. Additionally, Julie Benay, Principal of Malletts Bay School in Vermont, shared how her school implemented DreamBox and the outcomes they experienced. View the webinar to learn how to make math more engaging for your students.
Integrating Technology to Increase Student Engagement and Accelerate Math Lea...DreamBox Learning
Blended learning environments are enabling schools and districts to personalize learning for their students on a scale never before possible by integrating technology into their classrooms to complement face-to-face instruction, particularly in mathematics.
Attend this web seminar to learn successful approaches for implementing this technique, including strategies, tips for modeling blended learning for elementary mathematics, and results other educators have seen firsthand, including comparisons of student growth with the amount of time digital tools are used in each classroom.
The Roundtable is about Word Score, a serious game designed to increase the vocabulary of pupils in upper primary school in the Netherlands. Word Score was used during a national project called Educational Time Extension, in which class time is extended outside scho...ol hours with the aim of increasing learning results of under-performing pupils. The study showed that the use of Word Score can be used effectively during Educational Time Extension. The vocabulary of the pupils who played the game significantly increased. The experiences of both pupils and teachers were very positive. The pupils liked to play Word Score and the teachers were very enthusiastic about the game and the results of the pupils.
Connect with Maths~ Teaching maths through problem solvingRenee Hoareau
Connect with Maths Early Years Learning in Mathematics community
Teaching Maths Through Problem Solving: Facilitating Student Reasoning
Presenter: Louise Hodgson
This session will focus on teacher actions, which promote problem solving and reasoning in early years classrooms. We will workshop some tasks and have opportunities for discussion.
Connect with Maths ~ supporting the teaching of maths ONLINE
Join a Connect with Maths community today http://www.aamt.edu.au/Communities
AAMT website: http://www.aamt.edu.au
Coastline College Summer Technology Institute 2017 - Engage and motivate your students with a free program for collaboration and formative assessment. Kahoot is compatible with all the devices your students bring to class (laptop, tablet, cell phone). As with everything else in the classroom, however, what's important is not the technology but the pedagogy.
Intelligent Adaptive Learning: A Powerful Element for 21st Century Learning &...DreamBox Learning
In this webinar, Dr. Tim Hudson shares insights about leveraging technology to improve student learning. At a time when schools are exploring “flipped” and “blended” learning models, it’s important to deeply understand how to design effective learning experiences, curriculum, and differentiation approaches. The quality of students’ digital learning experiences is just as important as the quality of their educational experiences inside the classroom. Having worked for over 10 years in public education as a teacher and administrator, Dr. Hudson has worked with students, parents, and teachers to improve learning outcomes for all students. As Curriculum Director at DreamBox Learning, he provides an overview of Intelligent Adaptive Learning, a next generation technology available to schools that uses sound pedagogy to tailor learning to each student’s unique needs. This webinar focuses on how administrators and teachers can make true differentiation a reality by focusing on learning goals and strategic use of technology.
Viswam Edutech focuses on developing
effective plans and programs that are
needed for the students for overall
development of their career, in
collaboration with top schools in India.
Its research driven innovative educational
products help students gear up for the
corporate life.
Integrating Technology to Increase Student Engagement and Accelerate Math Lea...DreamBox Learning
Blended learning environments are enabling schools and districts to personalize learning for their students on a scale never before possible by integrating technology into their classrooms to complement face-to-face instruction, particularly in mathematics.
Attend this web seminar to learn successful approaches for implementing this technique, including strategies, tips for modeling blended learning for elementary mathematics, and results other educators have seen firsthand, including comparisons of student growth with the amount of time digital tools are used in each classroom.
The Roundtable is about Word Score, a serious game designed to increase the vocabulary of pupils in upper primary school in the Netherlands. Word Score was used during a national project called Educational Time Extension, in which class time is extended outside scho...ol hours with the aim of increasing learning results of under-performing pupils. The study showed that the use of Word Score can be used effectively during Educational Time Extension. The vocabulary of the pupils who played the game significantly increased. The experiences of both pupils and teachers were very positive. The pupils liked to play Word Score and the teachers were very enthusiastic about the game and the results of the pupils.
Connect with Maths~ Teaching maths through problem solvingRenee Hoareau
Connect with Maths Early Years Learning in Mathematics community
Teaching Maths Through Problem Solving: Facilitating Student Reasoning
Presenter: Louise Hodgson
This session will focus on teacher actions, which promote problem solving and reasoning in early years classrooms. We will workshop some tasks and have opportunities for discussion.
Connect with Maths ~ supporting the teaching of maths ONLINE
Join a Connect with Maths community today http://www.aamt.edu.au/Communities
AAMT website: http://www.aamt.edu.au
Coastline College Summer Technology Institute 2017 - Engage and motivate your students with a free program for collaboration and formative assessment. Kahoot is compatible with all the devices your students bring to class (laptop, tablet, cell phone). As with everything else in the classroom, however, what's important is not the technology but the pedagogy.
Intelligent Adaptive Learning: A Powerful Element for 21st Century Learning &...DreamBox Learning
In this webinar, Dr. Tim Hudson shares insights about leveraging technology to improve student learning. At a time when schools are exploring “flipped” and “blended” learning models, it’s important to deeply understand how to design effective learning experiences, curriculum, and differentiation approaches. The quality of students’ digital learning experiences is just as important as the quality of their educational experiences inside the classroom. Having worked for over 10 years in public education as a teacher and administrator, Dr. Hudson has worked with students, parents, and teachers to improve learning outcomes for all students. As Curriculum Director at DreamBox Learning, he provides an overview of Intelligent Adaptive Learning, a next generation technology available to schools that uses sound pedagogy to tailor learning to each student’s unique needs. This webinar focuses on how administrators and teachers can make true differentiation a reality by focusing on learning goals and strategic use of technology.
Viswam Edutech focuses on developing
effective plans and programs that are
needed for the students for overall
development of their career, in
collaboration with top schools in India.
Its research driven innovative educational
products help students gear up for the
corporate life.
Games:EDU:08 South: Jolyon Webb and Heather Williamspixellab
Jolyon Webb, Blitz, and Heather Williams, De Montfort University, gave this excellent talk full of advice on industry-academic collaboration. Blitz are an industry leader in this respect.
St Mary Star of the Sea College Wollongong is a 1:1 laptop high school for girls. How did we move from a traditional pedagogy to ICT rich, laptop mediated learning? Carefully.
As we move into the 21st century,
advances in information technology
are creating new possibilities for
using performance-based
assessments to measure learning.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Pride Month Slides 2024 David Douglas School District
10 lessons learnt in the first ten years of the serious games movement
1. 10 lessons learnt in the first ten years of the serious games movement. Sports, Games and Learning Conference Cologne, Germany 17th March 2011 Simon Egenfeldt-Nielsen CEO Serious Games Interactive
6. +30 games for clientsCurrent Research projects: SIREN, PlayMancer & GaLa
7. The company Serious Games Interactive (SGI) was founded in 2006 in Copenhagen, Denmark. Today also offices in United Kingdom and Vietnam. We develop serious games that contain an inseparable combination of “playing”, “learning” and “story-telling”. We are a cross-disciplinary team of 25 people with strong roots in research. We work with a range of different national and international partners including Amnesty, Kaplan, Unicef, WWF, The Danish National Museum, LEGO, ECHO, and European School Net.
8. Awards BETT Award (UK) – Secondary educational products 2010. PC ZONE (UK) – Independent Game Award 2007. Danish Game Awards (DK) – Game of the Year 2009 & 2010. Nordic Game (Scandinavia) – Best Nordic Game 2007 & 2008 nominee. Children’s Technology Review (US) - Editors Choice Award 2008. IndieCade (US) - Best Indie Game Nominee 2008 & 2009.
9. Agenda Section 1: What is it? Section 2: What we know? Section 3: Why it ain’t happening
11. We invest 3 Billion hours every week in playing games Everyone…
12. Why consider games? Games are becoming mainstream – avg. gamer is 33 years old in US and UK. Today games have become an universal language for playing, learning & communicating. Today games are out-growing other popular media in importance. Games are already forecasting the future of learning…
14. Military Education & training Education & training Museums Healthcare Satirical Corporate training News Politics Schools Being used in most areas
15.
16. Agenda Section 1: What is it? Section 2: What we know? Section 3: Why it ain’t happening
17. Lesson #1: there are different uses Games are a multi-dimensional beast Including games to enrich existing curriculum Making games about relevant curriculum Using games directly to learn curriculum
18. Lesson #2: many teachers use it Several studies indicate around 60% teachers Very few teachers are dismissing it Adaptation varies with countries Almost all use curriculum games Favourites are still training (math & spelling) Use is almost exclusively in early school years
19. Lesson #3: need to keep learning Challenge player to use knowledge actively Make learning contents explicit Make integration between learning & playing Focus on learning for both verbs & substantives Debriefing is a pre-requisite for effect
20. Lesson #4: must keep engagement Real consequences in the game Strong and constant feedback loops Visual attractive on its on turf Maintain relevance and authenticity Use both extrinsic & intrinsic motivation
21. Lesson #5: building them – keep simple Use standard technology Avoid any solution adding complexity Integrate with existing systems Focus on casual approach Build in SCORM compliance
22. Lesson #6: how to distribute – few roads Browser-based solutions is a must Channels are still missing Education is more local than global Curriculum differences major obstacle Traditional publishers are not the answer
23. Lesson #7: barriers often ict not games Computer equipment is not good enough Installation & licensing is difficult Own lacking skills are perceived as barriers
24. Lesson #8: convince people = show them Get them in front of the games Get into the teacher seminars Create good cases with other teachers Involve teachers in development
25. Lesson #9: funding is a challenge Funding haphazard and random Support schemes crucical Venture investment limited Schools don’t have the ressources Funding should be cross-border
26. Lesson #10: but it works Evidence retention is better Indications transfer is better Student more motivated to learn Students feel closer to the content Student perceive they learn more Teacher’s can reach challenged learners
27. Lessons summary Lesson #1: There are different uses Lesson #2: Many teachers use it Lesson #3: Need to keep learning Lesson #4: Must keep engagement Lesson #5: Building them – keep simple Lesson #6: How to distribute – few roads Lesson #7: Barriers often ict not games Lesson #8: Convince people = show them Lesson #9: Funding is a challenge Lesson #10: But it works
28. Agenda Section 1: What is it? Section 2: What we know? Section 3: Why it ain’t happening
29. overview: Diffusion of Innovation Five attributes can explain 49-87% of the variation in adaption of an innovation (Rogers, 2003): Relative advantage: How much is the innovation perceived as being better than what already exists. Compatibility: How well does the innovation match existing norms, values, needs, expectations and previous experiences? Complexity: How easy is the innovation to use and understand for users? Observability: How easy is it to observe the advantages achieved from adapting the innovation? Trialability: How easy is the innovation to try out and experiments with without going all in?
30. Relative advantage The most important attribute according to Rogers. Studies show motivation is high-scorer with 25% of all teachers adhering to that. Advantages very mix & diffuse. Perceived advantage low on teacher’s priority list
31. Compability Lots of challenges like lacking game skills, bad fit with educational system and limited capable of evaluating games. Values & beliefs Lots of negative discussion, seems to be wavering in some countries. Teacher role, transformation; need to change their role & habitus to harness game's potential. Previous ideas Games cover a broad spectrum of learning theory, praxis and didactics – some more in line with previous praxis. Actual needs GBL don't really solve top-priority issues like special needs and too little teacher time. Many games for non-core curriculum: demands much preparation time and put new demands on teacher.
32. Complexity Games are NOT necessarily complex but most teachers perceive them as such. Many games ARE complex: plug-ins, installation, drivers, different genres, interface etc. Seen as dangerous to engage with.
33. Observability In schools it difficult to observe each other and spread new knowledge. See consequences of the intervention.. could probably not be further away than in school.
34. Tryability Becoming easier to try out games. But still ‘costly’ with 28 students on 'challenging' machinery. You are trying out a new format, not just new contents like in books/online resources.
35. Case studies Award-winners, several years in market place, good trials and decent level of graphics. Making History (history) Global Conflict-series (citizenship) Dimension M (math) Marketing and price are not really crucial as that will hinder speed but not really final impact. All companies still struggling.
36. fit with adaptation criteria Relative Advantage: All are motivational fairing well. Dimension M is a an action game closer to students, and related to curriculum. Compatibility: Share values & beliefs but Dimension M is VERY focused on standards/curriculum. Dimension M closer to the textbook covering breadth rather than depth. Positioned as overall praxis. Complexity; Quite similar but Dimension M is much quicker to overview and then deduce from than especially Making History but also Global Conflicts. Dimension M; cover more with less time-investment. Triability: All do trials quite well through online, but Making History a bit more difficult as a download. Observability: Quite hard with Making History and Global Conflicts. Dimension M ahead with tournament features showcasing existing schools. Assessment also easer with skills-based learning..
37. Discussion Do teacher want better learning? Do teachers want more motivated students? A lot don’t..! Just teach the curriculum Use what they already know & use Not put in extensive over-time on ‘hype’ Don’t take chances on unreliable technology They simply want to fulfil their job requirements: GBL is often not solving teachers challenges = no adaptation.
38. Contactdetails Serious Games Interactive Corporate: www.seriousgames.dk Global Conflicts: www.globalconflicts.eu Playing History: www.playinghistory.eu Simon Egenfeldt-Nielsen Personal: www.egenfeldt.eu Email: sen@seriousgames.dk