Notes and suggestions from the following publication.
Charsky, D. & Mims, C. (2008). Integrating commercial off-the-shelf video games into school curriculums. TechTrends. 52(6), 38-44.
1) The document discusses the educational benefits of games compared to traditional lectures. It finds that games yield higher learning gains, especially when used over multiple sessions and when students work in groups.
2) Elements of games that contribute to learning include challenge, narrative/story, characters/avatars, and first-person versus third-person perspective. Including these elements can influence behavior and attitudes.
3) Successful educational games are embedded within the curriculum, include debriefing and feedback, and meet specific learning objectives. Examples show games improving math skills and influencing pro-social behaviors.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Karl Kapp
The document discusses how games, gamification, and simulations can be effective learning tools by increasing engagement, promoting active learning and problem solving. It reviews research finding that game-based learning leads to better learning outcomes than traditional instruction, especially when lessons incorporate game elements like characters, narratives, feedback, and levels. Instructional games are most effective when embedded within a curriculum that includes opportunities for reflection and feedback.
The document discusses simulation software and instructional games. It aims to explain their importance and have students play SimCity and Geosafari. Simulation software models real phenomena mathematically and allows observing operations through simulation. It is used widely in design. Simulation materials are constructivist and teach strategies through decision-making in modeled scenarios. SimCity is an example where students manage an imaginary city. Geosafari is also discussed as an educational game introducing adventure activities for different subjects that can be played in teams to achieve learning outcomes.
This document summarizes a proposed cross-sectional study examining the influences of educational gaming on four age groups: elementary school, high school, college, and the workplace. It reviews literature on differing goals, audiences, motivations, methodologies, and environmental influences of educational games. The proposed study would measure self-efficacy outcomes from simulated real-life gaming experiences tailored to each age group, to better understand how motivations and methodologies impact varying audiences. Recommendations include using surveys before and after gameplay to calculate differences in potentials for learning across groups.
Games, Interactivity, Gamification for Learning: Creating Engaged LearnersKarl Kapp
This document summarizes a presentation on games, interactivity and gamification for learning. The presentation covers definitions of gamification, research on using avatars for learning, how simulation/games can improve learning transfer compared to a classroom, the concept of "flow" in learning, different game perspectives, and provides examples of putting these concepts together. The objectives are to learn about research on avatars, storytelling and games/simulations; learn game-based elements; and understand how gamification can transform learning.
Interactivity, Games and Gamification: Creating Engaged LearnersKarl Kapp
Based on the bestselling learning book, “The Gamification of Learning and Instruction” this presentation introduces, defines, and describes the concepts of gamification, games for learning and interactivity. It then dissects the elements of games and describes how they can be applied to the design and development of interactive learning.
The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, creating engaging learning using game-based thinking requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the presentation explores three methods for designing interactive learning based on concepts from games.
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
1) The document discusses the educational benefits of games compared to traditional lectures. It finds that games yield higher learning gains, especially when used over multiple sessions and when students work in groups.
2) Elements of games that contribute to learning include challenge, narrative/story, characters/avatars, and first-person versus third-person perspective. Including these elements can influence behavior and attitudes.
3) Successful educational games are embedded within the curriculum, include debriefing and feedback, and meet specific learning objectives. Examples show games improving math skills and influencing pro-social behaviors.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Karl Kapp
The document discusses how games, gamification, and simulations can be effective learning tools by increasing engagement, promoting active learning and problem solving. It reviews research finding that game-based learning leads to better learning outcomes than traditional instruction, especially when lessons incorporate game elements like characters, narratives, feedback, and levels. Instructional games are most effective when embedded within a curriculum that includes opportunities for reflection and feedback.
The document discusses simulation software and instructional games. It aims to explain their importance and have students play SimCity and Geosafari. Simulation software models real phenomena mathematically and allows observing operations through simulation. It is used widely in design. Simulation materials are constructivist and teach strategies through decision-making in modeled scenarios. SimCity is an example where students manage an imaginary city. Geosafari is also discussed as an educational game introducing adventure activities for different subjects that can be played in teams to achieve learning outcomes.
This document summarizes a proposed cross-sectional study examining the influences of educational gaming on four age groups: elementary school, high school, college, and the workplace. It reviews literature on differing goals, audiences, motivations, methodologies, and environmental influences of educational games. The proposed study would measure self-efficacy outcomes from simulated real-life gaming experiences tailored to each age group, to better understand how motivations and methodologies impact varying audiences. Recommendations include using surveys before and after gameplay to calculate differences in potentials for learning across groups.
Games, Interactivity, Gamification for Learning: Creating Engaged LearnersKarl Kapp
This document summarizes a presentation on games, interactivity and gamification for learning. The presentation covers definitions of gamification, research on using avatars for learning, how simulation/games can improve learning transfer compared to a classroom, the concept of "flow" in learning, different game perspectives, and provides examples of putting these concepts together. The objectives are to learn about research on avatars, storytelling and games/simulations; learn game-based elements; and understand how gamification can transform learning.
Interactivity, Games and Gamification: Creating Engaged LearnersKarl Kapp
Based on the bestselling learning book, “The Gamification of Learning and Instruction” this presentation introduces, defines, and describes the concepts of gamification, games for learning and interactivity. It then dissects the elements of games and describes how they can be applied to the design and development of interactive learning.
The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, creating engaging learning using game-based thinking requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the presentation explores three methods for designing interactive learning based on concepts from games.
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
This document summarizes two case studies that used gamification to increase desired behaviors and learning outcomes. In the first case study, an insurance company used a gamified system to increase sales activity logging by over 250% and improve data in their salesforce system. The second case study discusses how a car company gamified an existing sales training program, which led to a 417% increase in site usage and exceeding the previous year's traffic volume within three months. Both cases illustrate how gamification can effectively promote learning and behavior change in organizational settings.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
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
The Role of Games and Simulations in Learning Karl Kapp
1. Games and simulations can be effective learning tools when used appropriately. Avatars can model behaviors and influence learners' perceptions, especially when the learner takes the perspective of the avatar.
2. Simulations are most effective when embedded within a broader instructional program rather than used alone. Learners show greater confidence and retention when simulations include active, rather than passive, learning components.
3. Meta-analyses found simulations improved outcomes like confidence by 20%, and declarative and procedural knowledge by 11% and 14% respectively, compared to traditional instruction alone. However, simulations are not inherently better - their educational value depends on how they are designed and applied.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Gadgets, Games and Gizmos for Learning: Teach on the BeachKarl Kapp
1. The document discusses how technology has advanced in many areas but not as much in learning, and it is time to change that.
2. Mobile devices are best used for performance support by providing workers with information they need on the job.
3. Games can impact learning through feedback, storytelling, and challenging learners in ways that help transfer knowledge more effectively than traditional methods.
Learning 3.0 Training Magazine Presentation: Gamification of Learning & Instr...Karl Kapp
1. The document discusses applying game elements and gamification to learning and instruction. It summarizes research showing that games and simulations can increase engagement, knowledge retention, and confidence.
2. Key elements from games that can enhance learning are feedback, embedding content in stories, and use of characters. Feedback should be specific and encourage reflection. Stories aid memory more than lists. Characters can model behaviors.
3. Recommendations include using games to provide context, crafting them for interactivity, embedding them in curriculum with set-up and debrief, and applying story and character elements discussed. Games can positively influence behaviors when designed well.
Games, Gamification and Interactivity for LearningKarl Kapp
The document discusses how to apply game design principles to instructional design. It describes a scenario where two teams compete to design a game about slaying dragons. Throughout the scenario, the teams are presented with design decisions and arguments for why challenges, risk, curiosity and player choices lead to more engaging learning experiences based on research on self-determination theory and motivation. The document concludes by providing five tips for instructional designers to think like game designers such as beginning with activities, creating mystery, challenges, risk, and meaningful choices for learners.
Understanding Games and Gamification for LearningKarl Kapp
The document discusses using games and gamification for serious learning. It summarizes research showing that games can be an effective tool for learning, with knowledge retention 17% higher for games/simulations compared to lectures. Well-designed games that provide engagement, interactivity, and opportunities for feedback can increase learning when embedded within a broader instructional program. Elements of games like stories, characters, feedback, and challenges can be applied to motivate learning when incorporated into traditional instruction.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
The document discusses the use of games in education. It notes that digital games tap into how the brain is wired to learn through problem-solving, emotion, collaboration and feedback. Games provide structured learning, emotional engagement and encourage collaboration. Research shows games can teach concepts through active learning, frequent feedback and opportunities for exploration and experimentation. However, games also have limitations like lack of alignment with standards and inaccurate content. The document provides examples of educational games and discusses challenges and strategies for using games in the classroom.
Digital Game Based Learning Once Removed Teaching Teachersoooh
This document summarizes a study on teaching teachers about digital game-based learning. It finds that while teachers are interested, they lack resources and understanding of how to use games. It describes a graduate course designed to introduce teachers to digital games and gaming for instruction. The course involved examining and playing games, and having teachers design a learning game or lesson. By the end, participants better understood games' potential and limitations. It concludes that professional development is needed to provide teachers with games literacy and help them incorporate games into their teaching.
Alternative Assessment Strategies For Complex Problem Solving In Game-Based L...Jessica Thompson
This chapter discusses alternative assessment strategies for complex problem solving in game-based learning environments. It argues that new technologies like digital games require new ways of conceptualizing learning, instruction and assessment. The chapter reviews literature on game-based learning and finds little empirical evidence that it improves complex problem solving skills. It then proposes an integrated assessment framework to guide research and practice in this area. This framework was used in a longitudinal study to collect and analyze data on instructional design strategies in an MMOG learning environment.
02 computer games created by middle school girls can they be used to measure ...Fantar Witchaporn
This study analyzed 108 computer games created by middle school girls using the Stagecast Creator programming environment. The games were analyzed based on three key competencies: programming, organizing and documenting code, and designing for usability. The findings showed that the students engaged in moderate levels of complex programming activities when creating the games. The games exhibited moderate levels of usability but had low levels of code organization and documentation. Overall, the results provide evidence that computer game programming can support learning of computer science concepts.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
This document summarizes two case studies that used gamification to increase desired behaviors and learning outcomes. In the first case study, an insurance company used a gamified system to increase sales activity logging by over 250% and improve data in their salesforce system. The second case study discusses how a car company gamified an existing sales training program, which led to a 417% increase in site usage and exceeding the previous year's traffic volume within three months. Both cases illustrate how gamification can effectively promote learning and behavior change in organizational settings.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
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
The Role of Games and Simulations in Learning Karl Kapp
1. Games and simulations can be effective learning tools when used appropriately. Avatars can model behaviors and influence learners' perceptions, especially when the learner takes the perspective of the avatar.
2. Simulations are most effective when embedded within a broader instructional program rather than used alone. Learners show greater confidence and retention when simulations include active, rather than passive, learning components.
3. Meta-analyses found simulations improved outcomes like confidence by 20%, and declarative and procedural knowledge by 11% and 14% respectively, compared to traditional instruction alone. However, simulations are not inherently better - their educational value depends on how they are designed and applied.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Gadgets, Games and Gizmos for Learning: Teach on the BeachKarl Kapp
1. The document discusses how technology has advanced in many areas but not as much in learning, and it is time to change that.
2. Mobile devices are best used for performance support by providing workers with information they need on the job.
3. Games can impact learning through feedback, storytelling, and challenging learners in ways that help transfer knowledge more effectively than traditional methods.
Learning 3.0 Training Magazine Presentation: Gamification of Learning & Instr...Karl Kapp
1. The document discusses applying game elements and gamification to learning and instruction. It summarizes research showing that games and simulations can increase engagement, knowledge retention, and confidence.
2. Key elements from games that can enhance learning are feedback, embedding content in stories, and use of characters. Feedback should be specific and encourage reflection. Stories aid memory more than lists. Characters can model behaviors.
3. Recommendations include using games to provide context, crafting them for interactivity, embedding them in curriculum with set-up and debrief, and applying story and character elements discussed. Games can positively influence behaviors when designed well.
Games, Gamification and Interactivity for LearningKarl Kapp
The document discusses how to apply game design principles to instructional design. It describes a scenario where two teams compete to design a game about slaying dragons. Throughout the scenario, the teams are presented with design decisions and arguments for why challenges, risk, curiosity and player choices lead to more engaging learning experiences based on research on self-determination theory and motivation. The document concludes by providing five tips for instructional designers to think like game designers such as beginning with activities, creating mystery, challenges, risk, and meaningful choices for learners.
Understanding Games and Gamification for LearningKarl Kapp
The document discusses using games and gamification for serious learning. It summarizes research showing that games can be an effective tool for learning, with knowledge retention 17% higher for games/simulations compared to lectures. Well-designed games that provide engagement, interactivity, and opportunities for feedback can increase learning when embedded within a broader instructional program. Elements of games like stories, characters, feedback, and challenges can be applied to motivate learning when incorporated into traditional instruction.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
The document discusses the use of games in education. It notes that digital games tap into how the brain is wired to learn through problem-solving, emotion, collaboration and feedback. Games provide structured learning, emotional engagement and encourage collaboration. Research shows games can teach concepts through active learning, frequent feedback and opportunities for exploration and experimentation. However, games also have limitations like lack of alignment with standards and inaccurate content. The document provides examples of educational games and discusses challenges and strategies for using games in the classroom.
Digital Game Based Learning Once Removed Teaching Teachersoooh
This document summarizes a study on teaching teachers about digital game-based learning. It finds that while teachers are interested, they lack resources and understanding of how to use games. It describes a graduate course designed to introduce teachers to digital games and gaming for instruction. The course involved examining and playing games, and having teachers design a learning game or lesson. By the end, participants better understood games' potential and limitations. It concludes that professional development is needed to provide teachers with games literacy and help them incorporate games into their teaching.
Alternative Assessment Strategies For Complex Problem Solving In Game-Based L...Jessica Thompson
This chapter discusses alternative assessment strategies for complex problem solving in game-based learning environments. It argues that new technologies like digital games require new ways of conceptualizing learning, instruction and assessment. The chapter reviews literature on game-based learning and finds little empirical evidence that it improves complex problem solving skills. It then proposes an integrated assessment framework to guide research and practice in this area. This framework was used in a longitudinal study to collect and analyze data on instructional design strategies in an MMOG learning environment.
02 computer games created by middle school girls can they be used to measure ...Fantar Witchaporn
This study analyzed 108 computer games created by middle school girls using the Stagecast Creator programming environment. The games were analyzed based on three key competencies: programming, organizing and documenting code, and designing for usability. The findings showed that the students engaged in moderate levels of complex programming activities when creating the games. The games exhibited moderate levels of usability but had low levels of code organization and documentation. Overall, the results provide evidence that computer game programming can support learning of computer science concepts.
AERA 2013 - Refining the use of Homemade PowerPoint Games in a Secondary Scie...Michael Barbour
Siko, J. P., & Barbour, M. K., (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. A poster presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
1. The document discusses the potential for game-based learning and addresses both benefits and challenges. It references several studies that found games can develop skills but teachers need support integrating them.
2. It describes a game design summer school that teaches students about educational game design. Lectures cover design concepts while practical sessions have students work in groups.
3. The document advocates for resources like Level Up for Teachers to help educators learn how to choose games, implement them, and assess learning outcomes, in order to better utilize games for learning.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
The document discusses the use of computer and internet-based educational games in early childhood classrooms. It notes that such games help develop basic computing skills like using a mouse and navigation. Research shows that children who play appropriate educational games show improved cognitive skills such as IQ, memory, and problem solving. However, games need to be supervised and limited to 1-2 hours per day to maximize benefits and avoid potential issues with excessive screen time.
This document discusses using games and simulations in the classroom. It defines games as structured activities with rules where participants compete for an objective, and simulations as operational models of real or hypothetical processes. Benefits of games and simulations include improved learning outcomes and teaching effective 21st century skills. They can be used for formative assessment and to develop soft skills. Different genres and categories of games and simulations are outlined for different types of learning. Research shows games and simulations are at least as effective as conventional instruction and can improve student engagement through challenge and skill development.
Developing Computer-based Educational Game to support Cooperative Learning St...Eva Handriyantini
Game is one of learning media which can be used as a part of learning strategy in school
nowadays. Learning strategy using game can be more effective for students especially for
developing mathematical skills of primary school students. Educational game development can
use Waterfalls model, where development phases can be adjusted to be in accordance with the
development needs of educational games. Educational games have teaching material therefore
they can be used to support learning strategy in classroom.
The document discusses the educational benefits of computer and internet-based games for early childhood development. It notes that such games help develop basic computer skills like using a mouse and navigation. Research shows that age-appropriate digital games can improve skills in areas like math, planning, memory, coordination and problem-solving. However, the document also cautions that excessive screen time should be avoided and that parents and teachers should monitor and select games that are suitable for young children.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
AERA2013-Refining the use of homemade PowerPoint Games in a secondary science...sikojp
AERA2013 poster
Siko, J.P., & Barbour, M.K. (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. Poster session at the American Educational Research Association Annual Meeting, San Francisco, CA.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
The Use of Computer Simulations and Gaming to Enhance Authentic Learningzollnera
The document discusses the use of computer simulations and games to enhance authentic learning. It recognizes connections between simulations/games and learning theory. Key elements that make simulations effective for learning include content driven by goals, interactivity, feedback, and opportunities for reflection. Well-designed simulations can improve cognitive skills and allow students to experience concepts in dynamic, interactive environments. Reflection is important for students to make meaning and connect experiences to coursework.
Digital game-based learning (DGBL) incorporates educational content into video games to engage learners by drawing on constructivist learning theory. DGBL mirrors how the human brain learns through experiences and simulations, providing motivation and fun for 21st century learners. While some educators have misconceptions that games are too violent, a waste of time, or don't align with curriculum, the document provides strategies for finding appropriate browser-based instructional games to incorporate into lessons.
Games have become a major industry, with $25.1 billion in consumer spending in 2010 alone in the US. Research has shown that games can improve visual acuity, attention, help learn history and geography, increase mood and decrease stress, and increase calorie expenditure. Games are designed with goals, feedback, and opportunities to apply learning in new situations, aligning with contemporary learning theory. Learning theory and game design may enhance each other in the future.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
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This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.