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.
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
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
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.
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
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
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.
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.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Game based learning in Primary math classroomsapfpptshare
Game-based learning is, in short, learning through games. If you take a “game and a concept”, combine the two and you have a game based learning. This can be online (video games) or offline. We are discussing offline games in our session.
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.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
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, Interactivity and Gamification for Learning Karl Kapp
Gamification gets a lot of ink, but do you know what the research says? Kapp walks you through the latest research into why game-based thinking and mechanics make for vigorous learning tools. He’ll dissect critical elements of games and describe how to apply them to design and development. You’ll learn to create engaging learning using game-based thinking, find out how to move beyond theoretical considerations, and be introduced to three methods for designing interactive game-based 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.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Game based learning in Primary math classroomsapfpptshare
Game-based learning is, in short, learning through games. If you take a “game and a concept”, combine the two and you have a game based learning. This can be online (video games) or offline. We are discussing offline games in our session.
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.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
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, Interactivity and Gamification for Learning Karl Kapp
Gamification gets a lot of ink, but do you know what the research says? Kapp walks you through the latest research into why game-based thinking and mechanics make for vigorous learning tools. He’ll dissect critical elements of games and describe how to apply them to design and development. You’ll learn to create engaging learning using game-based thinking, find out how to move beyond theoretical considerations, and be introduced to three methods for designing interactive game-based learning.
As we move into the 21st century,
advances in information technology
are creating new possibilities for
using performance-based
assessments to measure learning.
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.
How Student Game Designers Design Learning into GamesCharlotteLarke
This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers. The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning and evaluation opportunities for the player/learner playing the game.
Games Learning Society Conference, Madison, Wisconsin. August 2016
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
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.
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.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
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!
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.
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.
1. Play to Learn, Learn to Play!
How and Why Game-Based Learning
Works
2.
3. What is Game-Based Learning?
• Digital products that balance educational content with the
fun, interactive aspect of games
PLAY LEARN
4. What is Game-Based Learning?
• Digital products that balance educational content with the
fun, interactive aspect of games
• Feature defined learning outcomes
• Meaningful learning experiences
• Measureable outcomes
5. Key Features of Game-Based
Learning?
• Defined learning outcomes, meaningful learning experiences
• Provide context and real-world value of skills and content
• Encourage deeper learning, integration of knowledge bases and skill sets
• Seamless accountability, feedback, intrinsic and extrinsic motivators built-in
• Combine graphics, audio and movement into an interactive and immersive
experience
6. Characteristics of Good Games
Aligned to educational
standards
Cross Curricular
Skills Based
Purpose Aligned
Opportunities to
explore
Stimulating
Age
Appropriate
FUN!
7. Does Game-Based Learning Work?
Teachers find games effective in improving:
• Executive function skills
• 21st century skills
• Technology skills
• Literacy and Math skills
Source: Level up learning: A national survey on teaching with digital games, Joan Ganz Cooney Center at Sesame Workshop
8. Does game-based learning work?
TEACHERS REPORT
• Improved student mastery of curricular content
• Improved student mastery of extra-curricular skills
• Increase in sustained attention to tasks
• Increased motivation to learn
Source: Level up learning: A national survey on teaching with digital games, Joan Ganz Cooney Center at Sesame Workshop
9. Does game-based learning work?
STUDIES SHOW:
• Increase in positive collaboration
• Decrease in conflict
• Improved social skills
• Improved classroom behavior
Source: http://www.gamesandlearning.org/2014/08/11/research-competitive-games-can-drive-student-engagement/
Source: http://dailyedventures.com/index.php/2014/06/10/rick-brennan/
10. Game Based Learning works:
Effort and persistence
No penalty for failure
Competitive, Motivating
Accountability and Feedback
11. Game Based Learning works:
Cross-curricular thinking
Context
Engaging all learners
Higher-level thinking
12. Game Based Learning works:
Engage all learners
Progress tracking
Safe experimentation
Personalized learning
14. • Interactive, immersive
• Success requires complex system learning, higher thinking
skills
• Competitive: studies show that the built-in competitive aspect
of digital gaming has measurable benefits for student
performance
• Instant feedback, opportunity to modify answers, which leads
to student ownership of learning
Keys to Success
15. • Progressive learning requires player to master topic before
moving forward
• Emphasis on persistence and effort
• Gameplay encourages deeper learning
• Content encourages integration of knowledge bases and skill
sets
Keys to Success
17. • As a break or reward
• In centers
• For skills practice
• During independent study time
• As homework
• After school
Use Casual and Reinforcement
Games
18. – Have students identify similarities and differences between the Maya Number System
and our Hindu-Arabic Number System
– Have students create their own Maya Number System math problems for their
classmates to solve
– Have students create a 3 Digits type game using a different number system (e.g.
Roman Numerals)
– Have students research other number systems to identify similarities and differences
between them
– Use loot archive as basis for further student work on Maya history
Game Integration Ideas
19. – Large-scale, immersive experiences that teach new content
– Designed to be part of the curriculum rather than
supplementing it
– Have complex story lines divided into multiple levels, built-in
assessments and seamless motivators such as achievements
and level-ending puzzles.
– Can be used as a stand-alone lesson without extra scaffolding
or as part of a larger unit with minimal scaffolding
Long-Form Games
20. • Unit study
• Extended project time
• Teacher-led lessons
• Group work
• Knowledge gain
• Tailored learning
Use Long Form Games
21.
22. • Expand on value of in-game assessments and achievements
through additional external motivations (e.g. challenge to complete
puzzle in fastest time; extra credit for completing X achievement)
• Expand learning by using game as research tool: assign specific
puzzles or part of game and have students explain to others what
they learned
• Have students write report on in-game topics (e.g. Maya
government, Maya Calendar)
• Make connection to current events (e.g. Maya environmental
interaction and drought in CA)
Game Integration Ideas
23. Characteristics of Quality Games
Aligned to educational
standards
Cross Curricular
Skills Based
Purpose Aligned
Opportunities to
explore
Stimulating
Age
Appropriate
FUN!