This document discusses gamification and game-based learning in education. It defines gamification as using game elements like points, badges, and leaderboards in a non-game context to motivate learning. Game-based learning uses actual games for educational purposes by embedding learning objectives within game challenges. The document provides steps for designing a gamified learning experience, including defining learning outcomes, developing a narrative or theme, storyboarding game levels and activities, and incorporating game dynamics to motivate students. Both tech-based and no-tech game ideas are presented for assessment and review.
Nikki Navta - Teaching Game Design in the ClassroomSeriousGamesAssoc
Presenter: Nikki Navta, CEO, Zulama
Your students all want to play games. And make games. How do you know if playing and making games is educational? How can you assess student achievement?
Examination of how playing and building games satisfies State and Common Core Standards, develops 21st Century Skills, and promotes higher-order Blooms Taxonomy, as well as how you can use rubrics to assess project-based learning such as building game boards and completing web quests.
Nikki Navta - Teaching Game Design in the ClassroomSeriousGamesAssoc
Presenter: Nikki Navta, CEO, Zulama
Your students all want to play games. And make games. How do you know if playing and making games is educational? How can you assess student achievement?
Examination of how playing and building games satisfies State and Common Core Standards, develops 21st Century Skills, and promotes higher-order Blooms Taxonomy, as well as how you can use rubrics to assess project-based learning such as building game boards and completing web quests.
Robert Wall and Liz Crowell from UCO’s Center for eLearning and Continuing Education, led the session entitled “Designing Games with Desire2Learn Technology”. During this session, participants gained an understanding of why games are so addictive and how they can apply the same techniques to modules within Desire2Learn Learning Environment using release conditions, learning objectives and much more.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
Generalized capital investment planning of oil-refineries using MILP and sequ...optimizatiodirectdirect
Abstract
Performing capital investment planning (CIP) is traditionally done using linear (LP) or nonlinear (NLP) models whereby a gamut of scenarios are generated and manually searched to make expand and/or install decisions. Though mixed-integer nonlinear (MINLP) solvers have made significant advancements, they are often slow for industrial expenditure optimizations. We propose a more tractable approach using mixed-integer linear (MILP) model and input-output (Leontief) models whereby the nonlinearities are approximated to linearized operations, activities, or modes in large-scaled flowsheet problems. To model the different types of CIP's known as revamping, retrofitting, and repairing, we unify the modeling by combining planning balances with the scheduling concepts of sequence-dependent changeovers to represent the construction, commission, and correction stages explicitly. Similar applications can be applied to process design synthesis, asset allocation and utilization, and turnaround and inspection scheduling. Two motivating examples illustrate the modeling, and a retrofit example and an oil-refinery investment planning are highlighted.
Robert Wall and Liz Crowell from UCO’s Center for eLearning and Continuing Education, led the session entitled “Designing Games with Desire2Learn Technology”. During this session, participants gained an understanding of why games are so addictive and how they can apply the same techniques to modules within Desire2Learn Learning Environment using release conditions, learning objectives and much more.
Steve Isaacs - Game Design and Development in the StudioSeriousGamesAssoc
Game Design and Development provides an authentic introduction to computer science concepts. Developing these skills with upper elementary and middle school students enables them to explore computer programming and problem solving within a design framework. The goal of this session is to provide a framework for teaching game design and development in a school setting.
Game design and development is an underutilized, but powerful tool in terms of creativity and design thinking. Video game design provides a valuable context for creating a constructionist learning environment where students are provided with great flexibility in both the learning path and the content as students become creators of content rather than consumers. Developing games puts students in a position to utilize technology as a design tool. Throughout the process, students have opportunities to work in a studio like environment while participating in a variety of activities including graphic design, programming, and sound engineering.
Generalized capital investment planning of oil-refineries using MILP and sequ...optimizatiodirectdirect
Abstract
Performing capital investment planning (CIP) is traditionally done using linear (LP) or nonlinear (NLP) models whereby a gamut of scenarios are generated and manually searched to make expand and/or install decisions. Though mixed-integer nonlinear (MINLP) solvers have made significant advancements, they are often slow for industrial expenditure optimizations. We propose a more tractable approach using mixed-integer linear (MILP) model and input-output (Leontief) models whereby the nonlinearities are approximated to linearized operations, activities, or modes in large-scaled flowsheet problems. To model the different types of CIP's known as revamping, retrofitting, and repairing, we unify the modeling by combining planning balances with the scheduling concepts of sequence-dependent changeovers to represent the construction, commission, and correction stages explicitly. Similar applications can be applied to process design synthesis, asset allocation and utilization, and turnaround and inspection scheduling. Two motivating examples illustrate the modeling, and a retrofit example and an oil-refinery investment planning are highlighted.
"Gamification: Practical Strategies for Your Courses" (Nov. 21, 2014)Sherry Jones
Nov. 21, 2014 - I was invited by Academic Impressions to present a webinar on Game Design and Gamification Strategies for education.
The live webinar can be obtained from Academic Impressions:
http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course#Overview
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.
Gamification presentation for slidesharePete Baikins
This session was an interactive look at what Gamification is, what the building blocks are to implementing a Gamified process for an organisation or a cause and an in depth look at some case studies of Gamification already in use today. We also played some games, indeed the whole session was run as a competitive game, and work-shopped up some ways to implement Gamification in the participants' own businesses.
Stop the Snoring! Make Class Less Boring-- Gamify!Stephen Scheib
A slide presentation given at the eLearning 3.0 conference at USciences in Philadelphia, PA on March 8th, 2018 on adding game mechanics to courses and trainings in order to engage learners. Presenter: Stephen Scheib, M.Ed.
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
A quick overview of the learning theories that underpin gamification, game dynamics, and some elements that can be used in creating gamified experiences.
This is my presentation on gamification in education from the MADLaT Conference, 2014. In it, I discuss what gamification is, what MMORPGs are like, and how you can map those strategies to a course you are teaching.
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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.
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.
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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.
4. GAMIFICATION
• The use of game design
elements in a non-game
context.
• Listening to what games can
teach us about motivation.
• Studying what makes things
fun to learn.
• Looking for a new way to
approach learning tasks.
• Might include points, badges,
and leader boards.
• Feedback is critical!
GAME-BASED
LEARNING
• The use of games in
educational contexts.
• The objectives to achieve in
the game motivates students.
• Assumes that playing games is
fun
• Challenges are part of the
game: students work to solve
them.
• Scoring & assessments are
integral to gaming.
• Feedback is critical!
8. CHOOSE A BIG IDEA
• This can be an idea, theme, or challenge.
• Ask yourself, what idea can carry the course through to
the end?
• In order to accomplish this idea, theme, or challenge,
students must master all the learning outcomes!
9. STORYBOARD THE GAME
• What will your course look like from
beginning to end?
• How will the course progress or build?
• Consider the types of challenges that will
be offered.
• Consider how much & when instruction is
needed.
• Consider if bonus activities or lessons will
be included.
• Be sure to build in transition statements.
• What will be the prize at the end?
12. LEARNING ACTIVITIES
• What do you want the
students to do?
• How will students learn
the content?
• Tech, low tech, or no
tech
• How will you assess
learning?
• Nearpod - premium
• Video Instruction
• You Tube Editor
• Nearpod
• Edpuzzle
• Screencast-o-matic
• Filmed myself
• Google Forms
• Thinglink
• Google Docs
• Blog Posts
16. • Candy
• Bonus or XP points
• Shout outs on Social Media, via Remind, or in Class
• 1st choice sign up
• Fewer MC selections on the final
• Send a funny video
• Pick your seat for the day
• Special Seat – one with wheels
• Write on the podium
• Wall of Fame
REWARD IDEAS
19. Challenges
• Partner Typing – One partner is the left & one is
the right
• Type a page out of a phone book
• Type the electronic communications policy from
the student handbook.
• Revise a piece of junk mail into business letter
format.
• Provide a clue to type a page out of the text book.
• Create a Wordle
• DETOUR – Type the headlines from a current issue
of a magazine
• Type dinosaur names
• DETOUR – ABC List
• Type another country’s national anthem
• Create a table of Day 1’s leaderboard
20. GAME-BASED LEARNING
TECH
• Google Forms
• Kahoot!
• Super Tech Tools –
Jeopardy, Who Wants to be
a Millionaire, & Speed
Match
NO TECH
• Flyswatter Game
• Line Races/ Obstacle
Courses
• Wipeout
21. GAME-BASED LEARNING
TECH OPTIONS
• Google Forms
• Kahoot!
• Super Tech Tools –
Jeopardy, Who Wants to be
a Millionaire, & Speed
Match
https://www.superteachertools.net/
22. GAME-BASED LEARNING
NO TECH OPTION 1
Flyswatter Review
You will be given a celebrity.
Identify the name of their child.
What is a hashtag you can follow in order to learn more about gamification on twitter?
What is one game-based program that you would recommend?
How have you used games in your classroom?
Rewards motivate
Players are driven to practice, the more we practice the more we learn
Engaging – the more intense & interesting, the more likely it will be retained – Visual, Audio, Story
An element of play improves learning