Instructional Games - Teaching and Learning Govindaraj S
Instructional Game - Meaning and purpose - As a strategy - Implementing strategy - Impact on students' learning - Intelligent tutoring system - Implication for teaching and learning
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Game on lessons learned (at elearning africa 2015, may 20 22, addis ababa, et...Rob Willems
Lessons learned from 5 years educational game development for children in South Sudan, Sri Lanka, Kenya, Ghana, Senegal. Games on health related topics: malaria, gender equity, hiv/aids, personal hygiene
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Instructional Games - Teaching and Learning Govindaraj S
Instructional Game - Meaning and purpose - As a strategy - Implementing strategy - Impact on students' learning - Intelligent tutoring system - Implication for teaching and learning
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Game on lessons learned (at elearning africa 2015, may 20 22, addis ababa, et...Rob Willems
Lessons learned from 5 years educational game development for children in South Sudan, Sri Lanka, Kenya, Ghana, Senegal. Games on health related topics: malaria, gender equity, hiv/aids, personal hygiene
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Gamification in education means the intersection of learning and fun which has tremendous potential in education space. When Gamification is implemented in learning, the students will be able to learn persistent, be creative, take risks, pay more attention and solve critical problems easily.
Read more <> http://www.edubilla.com/articles/education-trends/gamification-in-education/
For any Educational Needs Click here <> http://www.edubilla.com/
Play to Learn, Learn to Play! How and Why Game-Based Learning Works
Description: This workshop will address the ins and outs of game-based learning, including: the characteristics of effective games, the features of games that make them useful learning tools and the best ways to use games in your classroom. Attendees will learn how games cater to active learning experiences; how they safely encourage experimentation, trial and error, and independent learning; how they contribute to personalized learning; and how to use games to increase engagement for students. The workshop will include hands-on gameplay, walkthroughs of games and a breakdown of learning game design. Also included will be a discussion of places to find quality games and strategies to evaluate the best games for your curriculum. The goal of the workshop is to educate participants on important features of game-based learning to make it easier to find, evaluate and utilize games in your teaching.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Gamification in education is effective, refreshing, and fun. Explore the benefits of using gamification in digital education in our article https://exceed-team.com/blog/gamification-examples-in-education-websites
At GLS 9.0, Michael Levine presented an overview of the Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center supported by the Bill and Melinda Gates Foundation. Learn more about the GLPC at http://www.joanganzcooneycenter.org/initiative/games-and-learning-publishing-council-analyzing-a-rising-sector/
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Gamification in education means the intersection of learning and fun which has tremendous potential in education space. When Gamification is implemented in learning, the students will be able to learn persistent, be creative, take risks, pay more attention and solve critical problems easily.
Read more <> http://www.edubilla.com/articles/education-trends/gamification-in-education/
For any Educational Needs Click here <> http://www.edubilla.com/
Play to Learn, Learn to Play! How and Why Game-Based Learning Works
Description: This workshop will address the ins and outs of game-based learning, including: the characteristics of effective games, the features of games that make them useful learning tools and the best ways to use games in your classroom. Attendees will learn how games cater to active learning experiences; how they safely encourage experimentation, trial and error, and independent learning; how they contribute to personalized learning; and how to use games to increase engagement for students. The workshop will include hands-on gameplay, walkthroughs of games and a breakdown of learning game design. Also included will be a discussion of places to find quality games and strategies to evaluate the best games for your curriculum. The goal of the workshop is to educate participants on important features of game-based learning to make it easier to find, evaluate and utilize games in your teaching.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Gamification in education is effective, refreshing, and fun. Explore the benefits of using gamification in digital education in our article https://exceed-team.com/blog/gamification-examples-in-education-websites
At GLS 9.0, Michael Levine presented an overview of the Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center supported by the Bill and Melinda Gates Foundation. Learn more about the GLPC at http://www.joanganzcooneycenter.org/initiative/games-and-learning-publishing-council-analyzing-a-rising-sector/
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Healthivores Presentation at Games for Health Conf. 2012Steve Amos
Healthivores presentation at the 2012 Games for Health Conference. Where kids learn about nutrition and fitness, plus technology, by creating purposeful online video games. Free at www.greenribbonschools.org
Educational video games are an enjoyable and engaging method of education for children of all ages. They can help children enhance their literacy, mathematics, science, and problem-solving abilities, as well as develop crucial life skills like cooperation and creativity.
Educational video games are more prevalent than ever in the digital age. There is an extensive selection of educational games for all types of devices, including computers, tablets, and mobile phones. This means that children can simultaneously learn and have joy regardless of their location
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as the reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
Gamification - to enhance learning and motivationMagnus Sjogren
Slide presentation on Gamification, Motivation and Retention in Education and Customer relations. How gamification may improve motivation and learning. Presented 10th February at Foo Cafe, Malmoe, Sweden.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
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CC-BY-NC 4.0
[https://creativecommons.org/licenses/by-nc/4.0/]
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1. LEARNINGWITHGAMES
IN MEDICINEANDHEALTHCARE
Bohyun Kim
Associate Director, Library Systems and Knowledge Applications
University of Maryland, Baltimore, HS/HSL
@bohyunkim | http://bohyunkim.net
Slides: http://www.slideshare.net/bohyunkim/ala2014-game-ig
American Library Association 2014 Annual Conference, LasVegas,
NV. June 29, 2014
2. Gameas aPedagogicalTool
• How effective are games in helping people
in acquiring knowledge and skills that are
difficult to obtain, rather than in pursuing
sensory stimulation and fun?
• Chapter (9): Bohyun Kim, “Learning with
Games in Medicine and Healthcare and the
Potential Role of Libraries,” in Games in
Libraries: Essays onUsing Play to Connect
and Instruct., edited by Breanne Kirsch,
McFarland, 2014. pp. 152-170.
3. EducationalGame in Medicine
• = Serious game
• = Edutainment
• = Game-based learning
• = Digital game-based learning
• An educational game is an attempt to enhance students’
experience and learning outcomes by applying the gaming
elements and mechanisms to instruction.
• Medicine and healthcare have been the early adopters of
game-based learning.
4. Reception& PedagogicalEfficacy
• Students and practitioners in health sciences and healthcare
find games appealing. (Also patients)
• Games appear to have a positive impact on the students’
perceptions of and attitudes towards a subject studied.
• Games generally enhance student enjoyment and may
improve long-term retention of information.
• More methodically rigorous studies (RCTs) are necessary to
properly assess the effectiveness of games in comparison to
traditional lecture method.
5. Designingthe‘Flow’experience
• Fully immersed in activities with a feeling of energized focus,
full involvement, and enjoyment in the process of the activity.
(- Mihály Csíkszentmihályi)
• Control, task, feedback, improvement, progress
• Usability
• Logistics (Support of instructors)
• Not all serious games in medicine and health sciences are
technologically sophisticated or graphically elaborate like
many popular commercial video games.
• Social element
6. Variables
foraGame’sPedagogicalEfficacy
• Types of a game
• Arcade – visual processing, speed of response
• Adventure – Narrative-driven open-learning with hypothesis testing and
problem solving
• Simulation – motor skills
• RPG - stragety
• Jeopardy, board, card, … etc.
• Content of learning
• Level of learning
• Types of a student
7. ChallengesinGamification
• Is the aspect of classroom/library experience in question
suitable for gamification?
• Is the resulting game experience something the target group
would enjoy?
• What is the ultimate goal of gamifying this particular aspect of
classroom/library experience?
• What are the logistical needs that should be met to ensure the
success of your gamification project?
9. Importanceof Execution
• Gamification alone does not guarantee student engagement
or learning.
• A clear goal, careful planning, and skillful execution are
necessary for the success of a gamification project.
• More research is needed about how and when to best use
games to improve instructional outcomes and motivation.
10. Moreinformationandbibliography
• See the book chapter. Chapter (9):
Bohyun Kim, “Learning with Games in
Medicine and Healthcare and the
Potential Role of Libraries,” in Games
in Libraries: Essays onUsing Play to
Connect and Instruct., edited by
Breanne Kirsch, McFarland, 2014. pp.
152-170.
• http://books.google.com/books?id=XV
WoAgAAQBAJ&lpg=PA1&ots=CP4Ml
mfe9Q&pg=PA152#v=onepage&q&f=f
alse (Google Books)