The student took an education course that incorporated a gamification element to encourage participation. At first, the student was interested in the idea and motivated to earn points. However, midway through the semester they became too busy with other commitments to consistently participate. By the end, the student regretted not putting in more effort as they missed out on rewards like opting out of assignments. The student learned that games need to remain engaging and that motivation, ability to participate, and triggers are needed to incentivize learning through games. For future students, they recommend fully participating to earn rewards. As a teacher, the student would only introduce educational games if properly funded and designed to motivate students and serve an educational purpose.
Game it up! Introducing Game Based Learning for Developmental MathCengage Learning
Addressing the needs of developmental math students is difficult but important challenge facing instructors. Game based learning adds excitement to your lesson and helps students focus. In this presentation, Dr Kathleen Offenholly reviews best practices and simple steps for adding game based learning to your class. The games are not flashy and do not require advanced technical skills. They are simple to implement and have proven to be effective.
Game it up! Introducing Game Based Learning for Developmental MathCengage Learning
Addressing the needs of developmental math students is difficult but important challenge facing instructors. Game based learning adds excitement to your lesson and helps students focus. In this presentation, Dr Kathleen Offenholly reviews best practices and simple steps for adding game based learning to your class. The games are not flashy and do not require advanced technical skills. They are simple to implement and have proven to be effective.
Using Educational Games and GamificationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
Game On! Motivating with Badges at Michigan State University | Online Learnin...Emily Brozovic
How does one motivate students to actively participate in an elective course? Does gamification actually improve student outcomes? How can one harness the creativity of current trends in online gaming platforms and social networks while delivering engaging and meaningful content to students? This session will discuss the ways in which one course at Michigan State University tackled these same questions.
Content strategy, assignment ideation and customized solutions will also be discussed, as well as a sneak peek as to how this course influenced further developments of online gamification platforms at Michigan State. Attendees will have to opportunity to participate and earn their own digital badges as part of the discussion and learning experience.
An explanation of The Daily 5 program promoted by Gail Boushey & Joan Moser. This presentation is an abridged version of the original produced by teachers at Wilson School in Davenport, Iowa.
Best Practices for Using Gamification in College & Online ClassesClasscraft
In this presentation, Classcraft Ambassador Laura Trauth shares her knowledge and experiences for using Classcraft in college and online classes. Learn more: www.classcraft.com
Gamification should be thought of as a design sensibility and not merely a digital tool. It is a thought process and a methodology to think about engaging and motivating learners. While a result of gamification is often fun, the ultimate outcome behind developing a gamified approach is increased engagement and motivation.
In this webinar, explore several methods for applying game-thinking to your own online and classroom learning designs.
Using Educational Games and GamificationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
Game On! Motivating with Badges at Michigan State University | Online Learnin...Emily Brozovic
How does one motivate students to actively participate in an elective course? Does gamification actually improve student outcomes? How can one harness the creativity of current trends in online gaming platforms and social networks while delivering engaging and meaningful content to students? This session will discuss the ways in which one course at Michigan State University tackled these same questions.
Content strategy, assignment ideation and customized solutions will also be discussed, as well as a sneak peek as to how this course influenced further developments of online gamification platforms at Michigan State. Attendees will have to opportunity to participate and earn their own digital badges as part of the discussion and learning experience.
An explanation of The Daily 5 program promoted by Gail Boushey & Joan Moser. This presentation is an abridged version of the original produced by teachers at Wilson School in Davenport, Iowa.
Best Practices for Using Gamification in College & Online ClassesClasscraft
In this presentation, Classcraft Ambassador Laura Trauth shares her knowledge and experiences for using Classcraft in college and online classes. Learn more: www.classcraft.com
Gamification should be thought of as a design sensibility and not merely a digital tool. It is a thought process and a methodology to think about engaging and motivating learners. While a result of gamification is often fun, the ultimate outcome behind developing a gamified approach is increased engagement and motivation.
In this webinar, explore several methods for applying game-thinking to your own online and classroom learning designs.
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
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
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.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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.
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
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2. + Beginning of Semester:
Thought the idea was cool and nothing like I had ever done in a class before.
Motivation? I thought I would definitely keep up and attend all classes and red chair sessions to opt out of
future assignments.
Mid – semester:
Didn’t leave class early so that I could get the points. Didn’t really try to get points in other areas such as
attending red chair sessions or speaking up in class.
Had too much other stuff going on, as an undergraduate student to care enough about going to things
such as Red Chair sessions
I just accepted the fact that I wouldn’t get enough points to opt out anyways
End of Semester:
Thinking to myself, “Why didn’t I participate more in the game?!”
Am now having to do this flex lab instead of opting out
In summary, I thought the idea of the game was interesting, although a little inappropriate for students at the
undergraduate level. At first I did not foresee the rewards (opting out of flexlabs and discussions) but am now
wishing that I would have been more motivated thoughout the semester because I would have greatly
benefited in the long run.
3. +
What Have I learned?
Games must be fun and engaging throughout to keep students motivated.
There must be 1) Motivation, 2) Ability, and 3) A trigger (Michael Wu, 2012)
If incorporated correctly, students are able to greatly benefit educationally from
games.
The educational game market is more directed at parents than Schools. Why?
MONEY! Funding is a big factor in the gamification of schools.
Games, whether for educational purposes or not are still useful in developing
crucial skills in students such as critical thinking, decision making, and
communication skills.
4. +
How does this apply
to EDU 210?
Students were triggered by the instructors to participate in the
game (trigger), it was easy and highly attainable ( Ability), and
we were motivated by the end rewards.
Students are able to benefit educationally because they would
attend more Red Chair sessions, attend class, and be more
engaged in lecture to receive points. This enhanced their
learning and flexlabs.
U of A has the available funding to incorporate games such as
this. Example: The swipers attached to the smartphones.
5. +
What I liked:
It was a game! We never get to play games in University.
It motivated me to come to class and not leave early.
The rewards (had I actually participated fully in the game) were
pretty cool. Example, the free swag and the option to opt out of
a discussion and flexlab.
I liked the overall idea – the fact that the Professors were trying to
get us to come, participate in class and enhance our learning.
6. +
What I disliked:
Class time was wasted. People would raise their hand to say
unnecessary or irrelevant things to simply get their onecards
swiped and the microphones would have to be brought over. It
was a bit of a hassle.
Red chair sessions took up a lot of time and were a bit out of
the way for most people.
Professors constantly running around swiping people’s cards.
For a class this size, putting your hand up and saying what you
“think” isn’t practical. This aspect of the game could definitely
be deleted.
7. +
If I could do it again……
I would definitely have participated more to be able to opt out of
the final flexlab
For future students: TRY AND GET THE POINTS, ITS WORTH
IT!
8. +
Myself as a future teacher…..
Before I introduce or plan a game, I need to make sure that there
is enough funding at my school, make sure that I can keep my
students motivated throughout, make sure that there are some
sort of rewards, and finally, make sure that the game serves
some sort of purpose.
With the right funding, I would definitely incorporate something
like the Edtech game into my k-6 classroom. It would be fun and
engaging and completely appropriate for that age group.