This document discusses gamification in education and reflects on incorporating gamification into a classroom. It defines gamification as using game elements like challenges, feedback, levels and rewards to motivate students to learn. It provides some examples of how gamification could work in a classroom by allowing students to earn points through various assignments and tasks that would qualify them for prizes or allow them to remove low marks. The document also emphasizes that gamification does not require technology and discusses how motivation and offering choices are important aspects of gamifying a classroom. It reflects on the author's experience with an Ed Tech Odyssey gamification project and lessons learned about considering students' time demands.
Leading, Implementing, and Sustaining Innovations in Personalized LearningDreamBox Learning
As leaders continue innovating to improve the achievement and life-long success of all students, many are working to make schools and classrooms more personalized and responsive for students. To design, implement, and sustain learning environments that ensure a more relevant and personal experience for learners, there are several key factors that school leaders must consider. How can leaders support the collaborative development of effective personalized learning models?
In this webinar, Dr. Tim Hudson, Vice President of Learning at DreamBox Learning, shares ideas to help leaders create and sustain innovations that benefit students, teachers, parents, and school culture.
Topics include:
Mission and Vision: What are our schools and programs “in business” to accomplish?
Effort with Impact: How can data drive ongoing improvement in student achievement and personalized learning models?
Pedagogy and Technology: When does technology appropriately support personalized learning in pedagogically sound ways?
All K-12 educators and administrators interested in school improvement, personalized learning, and data-informed decision-making will benefit from this recorded webinar.
How AR Can Help You Harness the Academic Mindset?XR Guru
XR Guru is an immersive learning hub catering to the intuitive learning needs of individuals and institutions alike. We pride ourselves as a group of innovators, developers, and creatives determined to make the learning spectrum active via engaging, intuitive, and fun-filled content.
Ways in which interactive flat panels help teachers and studentsC3 iT Xperts Pvt Ltd
With interactive flat panels, each student can learn at his or her own speed, because the lesson taught by the teacher can be saved and replayed on the panel whenever necessary. To know, how these interactive panels help teachers and students, follow this useful presentation.
By Dr. Agila G, Professor & Head of B.Com(A&F)
Sri Ramakrishna College of Arts & Science, CBE, Tamil Nadu
Organized By :
Bishop Appasamy College of Arts & Science, Coimbatore - Tamil Nadu
Topics Covered :
- Challenges on Gamification in Education
- Benefits of Gamification
- How to Gamify Your Lesson
- Tools for digital Classroom
- Understanding Kahoot
- Understanding Quizet, Easyclass, Hot Potatoes,
- How to use Nearpod
- How to design your first gamification
- Unlocking Gamification to Deliver Education
- Setting up your first account using Nearpod
- Creating a live session, Reporting, Resources, Slides in Nearpod
- Create your first question with Nearpod
- Grading students marks.
Leading, Implementing, and Sustaining Innovations in Personalized LearningDreamBox Learning
As leaders continue innovating to improve the achievement and life-long success of all students, many are working to make schools and classrooms more personalized and responsive for students. To design, implement, and sustain learning environments that ensure a more relevant and personal experience for learners, there are several key factors that school leaders must consider. How can leaders support the collaborative development of effective personalized learning models?
In this webinar, Dr. Tim Hudson, Vice President of Learning at DreamBox Learning, shares ideas to help leaders create and sustain innovations that benefit students, teachers, parents, and school culture.
Topics include:
Mission and Vision: What are our schools and programs “in business” to accomplish?
Effort with Impact: How can data drive ongoing improvement in student achievement and personalized learning models?
Pedagogy and Technology: When does technology appropriately support personalized learning in pedagogically sound ways?
All K-12 educators and administrators interested in school improvement, personalized learning, and data-informed decision-making will benefit from this recorded webinar.
How AR Can Help You Harness the Academic Mindset?XR Guru
XR Guru is an immersive learning hub catering to the intuitive learning needs of individuals and institutions alike. We pride ourselves as a group of innovators, developers, and creatives determined to make the learning spectrum active via engaging, intuitive, and fun-filled content.
Ways in which interactive flat panels help teachers and studentsC3 iT Xperts Pvt Ltd
With interactive flat panels, each student can learn at his or her own speed, because the lesson taught by the teacher can be saved and replayed on the panel whenever necessary. To know, how these interactive panels help teachers and students, follow this useful presentation.
By Dr. Agila G, Professor & Head of B.Com(A&F)
Sri Ramakrishna College of Arts & Science, CBE, Tamil Nadu
Organized By :
Bishop Appasamy College of Arts & Science, Coimbatore - Tamil Nadu
Topics Covered :
- Challenges on Gamification in Education
- Benefits of Gamification
- How to Gamify Your Lesson
- Tools for digital Classroom
- Understanding Kahoot
- Understanding Quizet, Easyclass, Hot Potatoes,
- How to use Nearpod
- How to design your first gamification
- Unlocking Gamification to Deliver Education
- Setting up your first account using Nearpod
- Creating a live session, Reporting, Resources, Slides in Nearpod
- Create your first question with Nearpod
- Grading students marks.
Remote Teaching - Engaging students when teaching onlineGraham Stanley
Webinar given for the IATEFL LTSIG Fridays event on 10th April 2020. After a brief introduction to teaching online (remote teaching), the presentation looks at the challenges for keeping students engaged; what CPD is necessary for remote teachers (based on observations/surveys); what makes a good remote teacher; and it ends with a look at using virtual backgrounds in Zoom.
Webinar: Assessing to Inform Teaching and Learning: A Guide for LeadersDreamBox Learning
School and district-wide use of classroom-based formative assessment is an essential part of informing teacher planning and instruction, as well as meaningful student achievement. In this webinar, Francis (Skip) Fennell, L. Stanley Bowlsbey Professor of Education and Graduate and Professional Studies Emeritus, McDaniel College, shares a framework for school and district-based leaders to develop elements of leadership while establishing a grade-level or school-based learning community focusing on everyday use of formative assessment.
Topics include:
• Assessment literacy and the use of particular tools to guide and monitor the use of the formative assessment techniques presented
• How ongoing, everyday use of the “Formative 5” intersects with summative assessment data and frame assessment decisions
• A leadership framework to guide successful implementation of the “Formative 5,” including coaching, navigating relationships, learning communities and adult learners
All school and district-based leaders, and K-12 educators are invited to watch this recorded webinar.
Recently Adrienne van As presented a paper at ICICTE 2011 (International Conference of Information and Communication Technologies in Education) in Rhodes, Greece. The paper is a proposal for her doctorate thesis.
Gamifying v UWS: Starting your quest in Blackboard Learn - Hermy Cortez Llacu...Blackboard APAC
Motivating learners in online teaching environments can be challenging to achieve and sustain. Gamification is a developing area of motivating students to engage deeply with their learning and involves using game-based design principles and visual elements to build healthy competition, solve problems and apply critical thinking and collaborative skills in traditionally non-game tasks (Kapp 2012).
Gamification allows students to move through to higher levels of play, or narratives and quests, by requiring students to use prior knowledge, transfer new information into new situations, apply information in correct contexts, and learn from immediate feedback. ‘When gamifying an online course the ultimate goal in game thinking is to create positive learning outcomes while students are committed and stimulated with the learning materials online.’ (McGrath & Bayerlein 2013)
Ausdance celebrates Australian dance at the 2014 Australian Performing Arts M...ausdance
From Ausdance National. A showcase of the spectacular work of Australian dance companies and independent dance artists who were presenting work at the 2014 Australian Performing Arts Market.
Remote Teaching - Engaging students when teaching onlineGraham Stanley
Webinar given for the IATEFL LTSIG Fridays event on 10th April 2020. After a brief introduction to teaching online (remote teaching), the presentation looks at the challenges for keeping students engaged; what CPD is necessary for remote teachers (based on observations/surveys); what makes a good remote teacher; and it ends with a look at using virtual backgrounds in Zoom.
Webinar: Assessing to Inform Teaching and Learning: A Guide for LeadersDreamBox Learning
School and district-wide use of classroom-based formative assessment is an essential part of informing teacher planning and instruction, as well as meaningful student achievement. In this webinar, Francis (Skip) Fennell, L. Stanley Bowlsbey Professor of Education and Graduate and Professional Studies Emeritus, McDaniel College, shares a framework for school and district-based leaders to develop elements of leadership while establishing a grade-level or school-based learning community focusing on everyday use of formative assessment.
Topics include:
• Assessment literacy and the use of particular tools to guide and monitor the use of the formative assessment techniques presented
• How ongoing, everyday use of the “Formative 5” intersects with summative assessment data and frame assessment decisions
• A leadership framework to guide successful implementation of the “Formative 5,” including coaching, navigating relationships, learning communities and adult learners
All school and district-based leaders, and K-12 educators are invited to watch this recorded webinar.
Recently Adrienne van As presented a paper at ICICTE 2011 (International Conference of Information and Communication Technologies in Education) in Rhodes, Greece. The paper is a proposal for her doctorate thesis.
Gamifying v UWS: Starting your quest in Blackboard Learn - Hermy Cortez Llacu...Blackboard APAC
Motivating learners in online teaching environments can be challenging to achieve and sustain. Gamification is a developing area of motivating students to engage deeply with their learning and involves using game-based design principles and visual elements to build healthy competition, solve problems and apply critical thinking and collaborative skills in traditionally non-game tasks (Kapp 2012).
Gamification allows students to move through to higher levels of play, or narratives and quests, by requiring students to use prior knowledge, transfer new information into new situations, apply information in correct contexts, and learn from immediate feedback. ‘When gamifying an online course the ultimate goal in game thinking is to create positive learning outcomes while students are committed and stimulated with the learning materials online.’ (McGrath & Bayerlein 2013)
Ausdance celebrates Australian dance at the 2014 Australian Performing Arts M...ausdance
From Ausdance National. A showcase of the spectacular work of Australian dance companies and independent dance artists who were presenting work at the 2014 Australian Performing Arts Market.
Gamification Techniques to Engage StudentsD2L Barry
Gamification in D2L, Leslie Van Wolvelear, Oakton Community College
Presentation given on Dec 13, 2019 at DePaul University for the D2L Connection: Chicago Edition.
Providing a learner-centered perspective is in keeping with modern constructivist approaches to learning, and this means that courses must be designed with learner attributes and choice in mind. Concerns over accreditation and the need for accountability at the post-secondary level seem to contradict freedom of choice and flexibility of term work, but this need not be the case. This paper outlines numerous strategies for offering choice and flexibility to students in a freshman programming course. Approaches include flexible deadlines, the ability to re-submit work that has already been assessed, writing tasks, contributing to course content, bonuses for embellishments and extra work, and choices about which problems to solve. All of the strategies have been employed in classes, and students’ reactions as well as effects on student engagement and quality of work are described.
A White Paper on how technology is facilitating teaching, increasing student engagement and improving learning - co-authored with and for Themeefy Inc.
Directions This is for a STEM Education Course. This is due withiAlyciaGold776
Directions: This is for a STEM Education Course. This is due within 30 hours! Must use original work. Answer each discussion post in 150 words and each response in 100 words, must be APA style.
Discussion Question 1: Differentiation is the intersection where instruction meets students. Differentiation in assessment is important to meet the needs of the diverse students in a classroom. Discuss 2-3 formative assessments teachers can use during instruction for a reference of student comprehension to quickly modify and adjust instruction.
Response 1: Stefanie wrote:
Formative assessments are assessments for learning, they check for understanding along the way to guide a teacher in their decision making about future instruction, help teachers to differentiate instruction based on what students need, and give students the feedback they need to improve their performance (Dodge, n.d.). Varying the types of assessments used within the classroom gives a more accurate picture of what students understand and know. Using at least one formative assessment daily give the teacher the ability to assess and evaluate the quality of the learning that is taking place within the classroom, letting them know how to help students on their way to mastery (Dodge, n.d.).
When looking to use assessments to differentiate instruction, teachers must use assessments as the source of information that it is, for both the teacher and the students, take the information that was learned from the assessment and create a high-quality corrective instruction as a response, and give students more than chance to demonstrate their success (Dodge, n.d.). Using formative assessments while in the process of teaching the information allows for teachers to know who needs their attention right now, who needs the information presented differently, and what students are not being challenged enough and therefore are not learning anything new because they have zoned out (Dodge, n.d.).
Entry slips and exit slips allow for teachers to see what students remember from previous classes. Exit slips can be sorted into three piles, students that got the point, sort of got the point, or ones that did not get it (Thomas, 2019). The question does not always have to be generated by the teacher, it can be as simple as asking students to write for one minute about what they think is the most meaningful thing they learned (Thomas, 2019). Example prompts are:
What are three things you learned, two things you are still curios about, and one thing you did not understand? (I really like this one)
How would you have done things differently today, if you had the choice?
What I found interesting about this work was……..
Right now I am feeling……..
Today was hard because……..
These sample prompts on exit slips do not allow for the teacher to adjust instruction on the fly but can give direction for the following day. These same questions may also be used on an entry slip about information from the previous day, allowi ...
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.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
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.
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.
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.
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
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.
2. Gamification
“Gamification uses game elements such as
challenges, feedback, levels, creativity, and
rewards to motivate students to learn, and
master concepts.”
http://www.teachthought.com/teaching/how-to-gamify-your-classroom/
3. Our lives already contain elements of “Gamification”.
We had a chance to experience in in EDU 210 with the
added element of Ed Tech Odyssey.
We experienced at school in a limited way where the
assessed mark is your reward. You may also be
rewarded for high achievements with scholarships and
recognition.
We experience it at work where we are rewarded
financially for our achievement, with higher wages or
bonuses, or a promotion in rank.
4. Ways to use Gamification:
Points earned may qualify you for prizes and ability to remove task
or lowest mark.
Example: Similar to the set up in EDU 210 Ed Tech Odyssey
A system where students are required to earn a
total of points (example 100) in the class, and can
choose what projects or tasks to complete to earn
them. Each assignment is worth an allotted
amount.
Example: Two students may chose different ways
of demonstrating material learned for
assessment. Student “A” may write essay, blog,
and create collage. Student “B” may chose to
write and produce video with interviews in it, and
take an exam. The learner outcome would be the
same.
Gamification does
not always have to
involve technology
and actual digital
games.
5. Motivation and Gamification
An important pairing.
Prizes or rewards offered need to be
enough to keep the student engaged,
This does not have to be “stuff’ but the
potential grade needs to be enticing
enough to be worth their investment of
time.
Vocabulary also matters. Calling it a
game is more exciting than calling it
their assignment. Students can
choose their quest or challenge to help
them move up a level, which is similar
to the vocabulary that video games
use. Making the move to this type of
language will also serve to pull
students in.
6. A lot of what appeals to students with the tech
games they play is that there is always a second
chance. Gamification in the classroom needs
these elements as well. This provides ample
opportunity for growth as a learner and keeps
motivation high. Offering choices on tasks to
complete delivers agency to the student, and is a
good direction for 21st Century Learners to take
and allows them time to explore their creative
side.
7. Having the
opportunity to
participate in Ed
Tech Odyssey was
appealing to me.
I am competitive by nature, and the idea of all those
points pulled me in. It was equally frustrating to
me.
I am a mother of three children, enrolled in five classes, and
hold a part time job as well as have a weekly volunteer
commitment. It took quite a bit of organizing to make it to
one Red Chair Session.
I was able to complete a fair bit of the Bonus Code Challenge in my free
time. Students today also have great demands on their time.
Many are involved in extracurricular activities as well. This needs to be
considered when I make plans to incorporate gamificaiton.
8. I made it to 260 points!!!
The positive: I was able to earn some free
swag (thanks!) and remove a discussion.
The negative: I actually feel like I let my
team down, not earning more.