Presented at the College Personnel Association of Kentucky annual conference; this presentation was designed to introduce game-based learning to Student Affairs professionals. This was done by defining game-based learning, explaining its core concepts, and providing relevant examples. Session attendees were also given the opportunity to play a game designed by Brittini and I to educate students about financial literacy concepts.
This document contains recommended remediation activities for developing reading skills of English among those who are in the frustration level of reading.
This document contains recommended remediation activities for developing reading skills of English among those who are in the frustration level of reading.
Engaging Audiences with Social Media: Outreach Activities for Collections CareDana Allen-Greil
Strategic use of social media can help your organization tap into enthusiast communities and open up access to your collections and expertise. In this session, learn how to select and use the right social platforms for your target audience, topic, and available resources. We’ll discuss how to leverage free tools such as Facebook, Twitter, Instagram, Vine, Tumblr, and Google Hangouts to connect with today’s audiences and engage them in meaningful conversations about your work.
This presentation was given as a webinar, part of the Connecting to Collections series on Outreach activities for small museums and libraries. You can watch the webinar and access other materials here:
http://www.connectingtocollections.org/courses/outreach-activities-for-collections-care/
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).
Confidence Level Explicitation in collaborative SGmusart
Presentation of the paper by Mireia Usart, Margarida Romero and Esteve Almirall included in the SGDA 2011 Lisbon conference on Serious Games proceedings.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
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.
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.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
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.
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
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
3. Why Game-Based Learning
40.3
46.526.35
41.85
Gamer Demographics
(Numbers in Millions)
Under 18 18-35 Years
36-49 Years 50+ Years
115 million total gamers
54% report games help in creating
social connections (ESA, 2015)
Engages students with the freedom
to fail (Jones, 2013)
4. Learning Outcomes
Define Game-Based Learning Describe
Concepts/Elements of
Game-Based Learning
Recognize Examples of
Game-Based Learning in
Educational Practice
5. Defining Game-Based Learning?
1. Approach to teaching that
takes real-world concepts,
information, and skills and
creates a game-like
experience designed to meet
certain goals and outcomes
(EdTech, 2013)
2. The usage of games to meet
specified goals and
outcomes
7. Game-Based Learning through Kolb
Concrete Experience
Players engage in the game and its various
concepts
Reflective Observation
Players reflect on concepts learned and new
information gained.
Abstract Conceptualization
Players begin to create new ideas around new
knowledge.
Active Experimentation
Players begin to incorporate new knowledge
and concepts into action.
13. References
Essential Facts about the Computer and Video Game Industry (Rep.). (2015). Retrieved November 5, 2015, from
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
Evans, N. (2010). Kolb's theory of experiential learning. Student development in college: Theory, research, and practice (2nd ed.)
(pp.136-152). San Francisco, CA: Jossey-Bass.
Jones, S. (2013, September 17). "Introduction to Gamification vs. Game-Based Learning (GBL): Make an Engaging
Classroom!" Lecture.
Stuart, K. (2016, January 22). Minecraft Education Edition: Why it's important for every fan of the game. Retrieved January 22, 2016,
from http://www.theguardian.com/technology/2016/jan/22/minecraft-education-edition-why-its-important-for-every-fan-of-the-
game
Editor's Notes
“Games are complex systems composed of rules that interact.
Gamers must think like a designer and form hypotheses about how
the rules interact so they can accomplish goals and even bring about
emergent results. Thinking like a designer in order to understand
systems is a core 21st-century skill.”
— Dr. James Paul Gee, Mary Lou Fulton Presidential Professor
of Literacy Studies at Arizona State University
*Does not include the number of mobile gamers. Which was reported to be 164.9 Million in 2015 and is forecasted to be 180.4 Million by the end of 2016
1st Definition: Technical definition of Game-Based Learning.
2nd Definition: Our created definition of Game-Based Learning.
Challenge & Support: A game that is too challenging for students can lead to frustration and apathy; ultimately leading to disengagement from the experience. A game that is too easy for students can lead to quick victories, but ultimately prevents them from staying engaged in the long run. The balance of Challenge & Support is difficult to strike and is usually obtained through multiple play-throughs and feedback from students.
Social: Games are by nature a social experience. As opposed to having an individual experience, game-based learning allows practitioners to take a topic and create a communal experience where students are free to fail without repercussions.
Goals: It is important to establish clear goals and objectives in a game-based learning approach. These goals and objectives can be set by the facilitator or co-created with the students. This provides the foundation for the game-like experience; Game-Based Learning is NOT playing games just for the sake of playing ga,es
Concrete ExperiencePlayers engage in the game and its various concepts
Reflective ObservationPlayers reflect on concepts learned and new information gained.
Abstract ConceptualizationPlayers begin to create new ideas around new knowledge.
Active ExperimentationPlayers begin to incorporate new knowledge and concepts into action.
Angry BirdsConcepts include: Physics, Working on a Team
Minecraft Education
Concepts: Design Thinking, Engineering, Mathematics
Ball State AchievementsMobile app released to Ball State Pell Grant students
Rewards students with Experience Points and Ball State Points for interacting with various parts of the campus (Visiting campus library, going to a campus event, etc.)
Yielded a 33% increase in campus engagement with Pell Grant students
SpentGame created by the Urban Ministries of Durham (Durham, NC)The game challenges players to make it through one-month after recently being laid off. Players are presented with information regarding their choices on living costs, hunger, bills, and healthcare.
iGrad
Fully interactive Financial Literacy platform
Provides players with various games on topics covering budgeting, student loans, credit cards, etc.
Player receives feedback and badges based on progress through the various games and challenges
HumansVsZombies
Week-long game of tag where the main goal is to survive throughout the week.
Various missions are created to explain the backstory of the game.
Institutional services can be inserted into the game structure to increase overall awareness, visibility, and knowledge of campus services.