Rock Star Design: How to create media for lessons that rock!Neela Bell
Are you feeling way behind the curve on visual learning, social media and video? Well, ditch that clipart and hold on tight … you're in for a whirlwind tour of what's awesome (and really easy) to add to your teaching toolkit this year, including; screencasting, soundtracks, infographics and 50 ways to use Twitter with your class.
The document discusses strategies for re-engaging absent teens. It begins with an overview of factors that can put teens at risk of absenteeism, such as poverty, mental health issues, bullying, and LGBTQ identity issues. Statistics about these issues are provided. The document then discusses how shame can be a barrier to attendance and learning. It proposes moving away from building-dependent learning, where success is too tied to attendance, and toward blended learning models that can engage absent learners online. The final sections describe the Bridges to Achievement blended learning program and what online courses in such a program may include.
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
Twilight Pd 1 - Creating a digital portfolio in iWebmackas
This document summarizes a PD session about creating student digital portfolios using iWeb. It defines what a digital portfolio is, what it includes, and its benefits. It then demonstrates how to create a basic digital portfolio in iWeb, including adding pages, files, and self-evaluations. Upcoming PD opportunities are also listed, focusing on using technology tools in teaching.
Using technology to enhance classroom learningbriannamarisol
This document outlines tips and techniques for using technology like PowerPoint and websites to enhance classroom learning. It discusses how today's students have grown up with technology and have different learning preferences than past generations. Examples of effective PowerPoint design and use are provided, such as using minimal text and graphics to engage students. Website design considerations for educational purposes are also reviewed. The overall message is that technology should be used strategically to enhance interactivity and engage different learning styles, not as a replacement for active teaching.
Immersive Learning: The Core of the Padagogy WheelAllan Carrington
The document discusses immersive learning and its role as the core of the Padagogy Wheel model of education. It presents a quote advocating for a return to more collaborative, community-focused learning approaches. The goal is to create an authentic, human-centered curriculum that better serves students and society. The document contains snippets from a presentation on immersive learning, including quotes supporting how simulation and virtual environments can improve understanding and build empathy. It also lists contact information for the presenter and references online resources related to immersive learning design.
Rock Star Design: How to create media for lessons that rock!Neela Bell
Are you feeling way behind the curve on visual learning, social media and video? Well, ditch that clipart and hold on tight … you're in for a whirlwind tour of what's awesome (and really easy) to add to your teaching toolkit this year, including; screencasting, soundtracks, infographics and 50 ways to use Twitter with your class.
The document discusses strategies for re-engaging absent teens. It begins with an overview of factors that can put teens at risk of absenteeism, such as poverty, mental health issues, bullying, and LGBTQ identity issues. Statistics about these issues are provided. The document then discusses how shame can be a barrier to attendance and learning. It proposes moving away from building-dependent learning, where success is too tied to attendance, and toward blended learning models that can engage absent learners online. The final sections describe the Bridges to Achievement blended learning program and what online courses in such a program may include.
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
Twilight Pd 1 - Creating a digital portfolio in iWebmackas
This document summarizes a PD session about creating student digital portfolios using iWeb. It defines what a digital portfolio is, what it includes, and its benefits. It then demonstrates how to create a basic digital portfolio in iWeb, including adding pages, files, and self-evaluations. Upcoming PD opportunities are also listed, focusing on using technology tools in teaching.
Using technology to enhance classroom learningbriannamarisol
This document outlines tips and techniques for using technology like PowerPoint and websites to enhance classroom learning. It discusses how today's students have grown up with technology and have different learning preferences than past generations. Examples of effective PowerPoint design and use are provided, such as using minimal text and graphics to engage students. Website design considerations for educational purposes are also reviewed. The overall message is that technology should be used strategically to enhance interactivity and engage different learning styles, not as a replacement for active teaching.
Immersive Learning: The Core of the Padagogy WheelAllan Carrington
The document discusses immersive learning and its role as the core of the Padagogy Wheel model of education. It presents a quote advocating for a return to more collaborative, community-focused learning approaches. The goal is to create an authentic, human-centered curriculum that better serves students and society. The document contains snippets from a presentation on immersive learning, including quotes supporting how simulation and virtual environments can improve understanding and build empathy. It also lists contact information for the presenter and references online resources related to immersive learning design.
Encourage webinar participation through gamificationNatalie Denmeade
These are slides from a Professional Development webinar on 'Hints and Tips for Mobile Learning'. Participation was encouraged by allocating points per individual which then were added up as a group (NSW vs QLD). Points were offered for creative thinking, skills, experience and participation.
Adventure into Digital Graphic Organizers to Improve WritingKaren Simmons
This presentation gives an overview of digital tools that can be used in an Inquiry Based Learning classroom. Instruction can be enhanced when digital tools are used to facilitate questioning, research, and writing strategies at any grade level. Visit our website www.digitalgraphicorganizers.com to discover more.
This document discusses game creation programs in libraries. It provides an overview of why game design is beneficial, focusing on constructionism and how the design process teaches reflection. It outlines a structure for game design programs, including determining outcomes, constraints, organization, and emphasizing gameplay over graphics. Analog game creation using materials like cards and boards is described, along with challenges. Digital game creation toolkits and challenges are also covered, along with working with schools and community involvement.
This document provides an overview and resources for 21st century teaching and learning. It discusses tools for teachers, such as web-based activities, social media, professional learning networks, and websites. It also discusses tools for students, including social media, interactive games, educational videos and mobile devices. Finally, it provides various printables for teachers like posters, brain breaks, awards and bookmarks. The goal is to serve as a starting point for integrating technology into teaching and enhancing student learning.
50+ Ways to Improve Your Classroom with TechnologyVicki Davis
Well, it is closer to 163 if you look at the resources I put on the handout that goes with this session. Here are lots of education technology web sites and tools to use as options for your classroom toolkit.
50+ Ways to Improve Your Classroom with Technology (TICL)Vicki Davis
Well, it is closer to 163 if you look at the resources I put on the handout that goes with this session. Here are lots of education technology web sites and tools to use as options for your classroom toolkit.
Game-based learning - Unschooling the Next Generation - SiliconGulf.comChristopher Cubos
Unschooling - SiliconGulf Campus. We've modeled our training through World of Warcraft, MMORPG Games, RPG games, and other XP based games in teaching technology and developing web applications. Hope you like it. Thanks :
Bb w ppt_content_conferencesession-ittakesa_village_finalFSU-ITS
Framingham State University introduced iPads into classrooms and saw positive impacts on teaching and learning. They assembled a Mobile Task Force team representing different campus groups to create policies and support for mobile devices. They provided innovation grants for faculty to develop new instructional strategies using technology. Success stories included increased student engagement through curriculum integration of iPads, creation of digital books and graphic novels, and use of social media for a literature class. Lessons learned included the importance of assessment, collaboration, and sharing support resources. BYOD has become a reality, and opportunities remain to innovate mobile learning.
This document discusses the potential for untethered and flexible learning environments using mobile devices like iPads. It suggests that when given choices in tools and spaces, students can engage in personalized, creative, and technology-integrated learning. Specific apps like Educreations, iMovie, and Puppet Pals are presented as options to demonstrate knowledge through multimedia formats. The document also highlights examples of schools that provide agile, reconfigurable spaces and public platforms to share student work.
Using TED Ed, Sophia, and Khan Academy to Flip Your ClassroomTex Holden
Sponsored by http://bit.ly/BullyLesson1 I show teachers and administrators the features of each one of these platforms to see which one is right for them. Each of these websites give teachers the opportunity to attach assessments to their own videos, or other people's videos.
Increasing Higher Order Thinking in Students through the Creative ProcessAaron Quigley
Using technology as a framework, we can help students unleash their creative thinking while gaining digital citizenship skills for success in today's workplace.
Technology Driven Differentiated InstructionVicki Davis
How to integrate technology into the classroom so you can reach every student. This presentation covers selecting your tool kit, and the mindset of identifying pain points and solutions as you're working with students who are struggling to overcome obstacles and learn.
Differentiating Instruction with Technology v. 6.0 at GAETCVicki Davis
How do you differentiate instruction with technology? Here are the tips and tricks for building a toolkit and creating an environment where every student can learn through differentiating instruction.
This document discusses the use of digital tools and apps to help teach Chinese. It provides an overview of 21st century skills like collaboration, creativity and digital citizenship. It then discusses how technology can help with curriculum planning, presenting materials, class activities, student learning and assessment. Specific digital tools are presented that can benefit both teachers and students, including learning platforms, cloud storage, Google Apps, bookmarking, e-books, learning activities and collaborative tools. The document emphasizes finding a balance with technology and connecting it to learning objectives. It concludes by discussing the need for teachers to renew themselves through balance.
The document discusses using web-based activities to develop students' creativity, critical thinking, and lifelong learning skills. It describes various types of web-based activities like hotlists, scrapbooks, treasure hunts, subject samplers, and webquests. Webquests in particular require higher-order thinking as students work collaboratively to solve a real-world problem using online resources. The document provides examples and emphasizes that web-based activities engage students, promote cooperation, and help develop vital 21st century skills when integrated into classroom lessons.
8 Steps to Global Collaboration for Every ClassroomVicki Davis
Students in a classroom will collaborate globally on an 8-step project to transform learning. The 8 steps are: 1) Connect, 2) Communicate, 3) Cultivate Citizenship, 4) Contribute and Collaborate, 5) Empower Choice, 6) Create Things that Matter, 7) Celebrate, and 8) Reinvent and Level Up. The secret to each step is provided, such as connecting yourself first before connecting students, using frameworks for discussion, ensuring all students contribute, allowing student choice of topics, engaging students through meaningful projects, and celebrating accomplishments.
Explore design improvements intended to create a more effective learning experience and boost your user engagement on http://www.lynda.com
Join us for A New Year, New Look for Lynda.com, a webinar and virtual tour covering a wide range of helpful new features.
This document discusses merging social networking technologies like Edmodo into book clubs for middle school students. It provides context that preservice teachers have used Edmodo for classroom management and will now lead book clubs. It notes difficulties with middle school book clubs and lists literacy goals. The document then describes an example activity where students take on roles as historical women figures and interact on Edmodo, meeting engagement, enhancement and extension goals. Finally, it discusses transferring the Edmodo model to developing discussion in middle school book clubs.
"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
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Encourage webinar participation through gamificationNatalie Denmeade
These are slides from a Professional Development webinar on 'Hints and Tips for Mobile Learning'. Participation was encouraged by allocating points per individual which then were added up as a group (NSW vs QLD). Points were offered for creative thinking, skills, experience and participation.
Adventure into Digital Graphic Organizers to Improve WritingKaren Simmons
This presentation gives an overview of digital tools that can be used in an Inquiry Based Learning classroom. Instruction can be enhanced when digital tools are used to facilitate questioning, research, and writing strategies at any grade level. Visit our website www.digitalgraphicorganizers.com to discover more.
This document discusses game creation programs in libraries. It provides an overview of why game design is beneficial, focusing on constructionism and how the design process teaches reflection. It outlines a structure for game design programs, including determining outcomes, constraints, organization, and emphasizing gameplay over graphics. Analog game creation using materials like cards and boards is described, along with challenges. Digital game creation toolkits and challenges are also covered, along with working with schools and community involvement.
This document provides an overview and resources for 21st century teaching and learning. It discusses tools for teachers, such as web-based activities, social media, professional learning networks, and websites. It also discusses tools for students, including social media, interactive games, educational videos and mobile devices. Finally, it provides various printables for teachers like posters, brain breaks, awards and bookmarks. The goal is to serve as a starting point for integrating technology into teaching and enhancing student learning.
50+ Ways to Improve Your Classroom with TechnologyVicki Davis
Well, it is closer to 163 if you look at the resources I put on the handout that goes with this session. Here are lots of education technology web sites and tools to use as options for your classroom toolkit.
50+ Ways to Improve Your Classroom with Technology (TICL)Vicki Davis
Well, it is closer to 163 if you look at the resources I put on the handout that goes with this session. Here are lots of education technology web sites and tools to use as options for your classroom toolkit.
Game-based learning - Unschooling the Next Generation - SiliconGulf.comChristopher Cubos
Unschooling - SiliconGulf Campus. We've modeled our training through World of Warcraft, MMORPG Games, RPG games, and other XP based games in teaching technology and developing web applications. Hope you like it. Thanks :
Bb w ppt_content_conferencesession-ittakesa_village_finalFSU-ITS
Framingham State University introduced iPads into classrooms and saw positive impacts on teaching and learning. They assembled a Mobile Task Force team representing different campus groups to create policies and support for mobile devices. They provided innovation grants for faculty to develop new instructional strategies using technology. Success stories included increased student engagement through curriculum integration of iPads, creation of digital books and graphic novels, and use of social media for a literature class. Lessons learned included the importance of assessment, collaboration, and sharing support resources. BYOD has become a reality, and opportunities remain to innovate mobile learning.
This document discusses the potential for untethered and flexible learning environments using mobile devices like iPads. It suggests that when given choices in tools and spaces, students can engage in personalized, creative, and technology-integrated learning. Specific apps like Educreations, iMovie, and Puppet Pals are presented as options to demonstrate knowledge through multimedia formats. The document also highlights examples of schools that provide agile, reconfigurable spaces and public platforms to share student work.
Using TED Ed, Sophia, and Khan Academy to Flip Your ClassroomTex Holden
Sponsored by http://bit.ly/BullyLesson1 I show teachers and administrators the features of each one of these platforms to see which one is right for them. Each of these websites give teachers the opportunity to attach assessments to their own videos, or other people's videos.
Increasing Higher Order Thinking in Students through the Creative ProcessAaron Quigley
Using technology as a framework, we can help students unleash their creative thinking while gaining digital citizenship skills for success in today's workplace.
Technology Driven Differentiated InstructionVicki Davis
How to integrate technology into the classroom so you can reach every student. This presentation covers selecting your tool kit, and the mindset of identifying pain points and solutions as you're working with students who are struggling to overcome obstacles and learn.
Differentiating Instruction with Technology v. 6.0 at GAETCVicki Davis
How do you differentiate instruction with technology? Here are the tips and tricks for building a toolkit and creating an environment where every student can learn through differentiating instruction.
This document discusses the use of digital tools and apps to help teach Chinese. It provides an overview of 21st century skills like collaboration, creativity and digital citizenship. It then discusses how technology can help with curriculum planning, presenting materials, class activities, student learning and assessment. Specific digital tools are presented that can benefit both teachers and students, including learning platforms, cloud storage, Google Apps, bookmarking, e-books, learning activities and collaborative tools. The document emphasizes finding a balance with technology and connecting it to learning objectives. It concludes by discussing the need for teachers to renew themselves through balance.
The document discusses using web-based activities to develop students' creativity, critical thinking, and lifelong learning skills. It describes various types of web-based activities like hotlists, scrapbooks, treasure hunts, subject samplers, and webquests. Webquests in particular require higher-order thinking as students work collaboratively to solve a real-world problem using online resources. The document provides examples and emphasizes that web-based activities engage students, promote cooperation, and help develop vital 21st century skills when integrated into classroom lessons.
8 Steps to Global Collaboration for Every ClassroomVicki Davis
Students in a classroom will collaborate globally on an 8-step project to transform learning. The 8 steps are: 1) Connect, 2) Communicate, 3) Cultivate Citizenship, 4) Contribute and Collaborate, 5) Empower Choice, 6) Create Things that Matter, 7) Celebrate, and 8) Reinvent and Level Up. The secret to each step is provided, such as connecting yourself first before connecting students, using frameworks for discussion, ensuring all students contribute, allowing student choice of topics, engaging students through meaningful projects, and celebrating accomplishments.
Explore design improvements intended to create a more effective learning experience and boost your user engagement on http://www.lynda.com
Join us for A New Year, New Look for Lynda.com, a webinar and virtual tour covering a wide range of helpful new features.
This document discusses merging social networking technologies like Edmodo into book clubs for middle school students. It provides context that preservice teachers have used Edmodo for classroom management and will now lead book clubs. It notes difficulties with middle school book clubs and lists literacy goals. The document then describes an example activity where students take on roles as historical women figures and interact on Edmodo, meeting engagement, enhancement and extension goals. Finally, it discusses transferring the Edmodo model to developing discussion in middle school book clubs.
"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
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification - What is it and What it is in MoodleGavin Henrick
The document discusses gamification, which is defined as using game elements and mechanics to engage users and solve problems. It provides definitions of gamification from several sources and lists common game elements like badges, levels, and points. The document then discusses contexts where gamification can be applied, such as education, health, and marketing. It notes gamification is not simulations or serious games, but aims to motivate users through choice, control, and fun. Examples of gamified systems like Foursquare and Healthmonth are provided. The document concludes by discussing tools for applying gamification within the Moodle learning management system.
This document discusses several digital tools for teaching including Scoop.it, infographics, screen recording, Socrative, and Padlet. It provides an overview of the benefits and features of each tool, such as how Scoop.it allows easy sharing of curated content, how infographics emphasize research and presentation, and how Socrative and Padlet enable interactive classroom activities and formative assessments. Instructions for setting up and using some of the tools are also included.
Mixing games and_applications by Dan CookAmy Jo Kim
The document discusses how to incorporate principles of game design into apps to make them more engaging and easier to learn. It provides examples of apps that exemplify different game design patterns for exploratory learning, such as using levels/contexts, modular tools, quests, scores, and advancement systems. These patterns can help users learn new skills through an enjoyable process of exploration and experimentation rather than passive instruction. The document argues this approach can create highly valuable apps that are both easy to use and deep.
This document discusses gamifying education courses. It begins by asking the reader to join a Kahoot game with a provided pin. It then defines gamification as applying game mechanics to non-game activities. Common elements of games like rules, turns, obstacles and win states are discussed. Potential ways to gamify education are presented, such as through badges, leaderboards, and narrative elements. Motivations for gamification in education are explored, including increased engagement and facilitating intrinsic motivation. The document concludes by outlining the Sheldon model for gamifying courses and providing specific gamification tools and ideas.
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.
Gamification what is it, and what it is in moodle?Moodlerooms
Gamification, the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. We will also look how this is applied within the world of education and its specific use and benefits within Moodle.
Integrating Higher-Order Thinking Skills into MathClif Mims
This document discusses integrating higher-order thinking skills into middle and high school math classes. It provides examples of how students can demonstrate conceptual understanding through creating their own math problems and solutions using digital tools like videos, posters, and animations. The document advises that teachers allow students to struggle productively, explore concepts, and create multiple representations of their understanding in order to develop higher-order thinking skills beyond just memorizing steps. Special thanks are given to a teacher who has implemented these strategies in their classroom.
Presentation from July 2008 where I showcased the use of ContentGenerator.net programs to generate .swf (Flash) files that were SCORM compliant. These allow the score to be tracked in Moodle - this presentation explains how.
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Roberto Dillon
This document discusses the challenges of gamification, particularly in education. It defines gamification as using game elements in non-game contexts. While gamification can be motivating, it faces intrinsic challenges because real life and games have different characteristics. Work is not play. True games involve choice, mastery, and social elements that are difficult to replicate for real-world tasks. In education, the flipped classroom approach allows for more intrinsic motivators by giving students choice, a sense of mastery through practice, and a social community for learning. Providing both traditional and flipped classroom options can help accommodate different learners. An engaging teacher remains the most important factor for classroom success.
This document discusses blended learning and its key elements. It defines blended learning as combining online and in-person learning. Blended learning enhances learning by allowing students to learn both in a classroom and online. The document outlines learning outcomes related to blended learning and suggests activities for students like completing assessments online and collaborating on projects using different tools.
Play as You Learn: Gamification as a Technique for Motivating LearnersIan Glover
Presentation for award-winning paper at Edmedia 2013 (Freely downloadable from http://www.editlib.org/p/112246/). It provides an overview of the principles of gamification and motivation and contains suggestions on things to consider when gamifying education.
Gamification in practice discusses using gamification to enhance learning and engagement. It describes using gamification for onboarding, accelerated learning workshops, and a talent simulation board game. Gamification mechanics like teams, leaderboards, levels and physical game play are used to make learning fun. The document also discusses motivation factors in gamification like autonomy, mastery and purpose. It outlines different player types and how they enjoy acting on content or interacting with people.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
In this session, our presentation will focus on the types of technologies we use to deliver content and curriculum in the asynchronous online environment. We will discuss how we use a variety of technological applications such as web conferencing tools, a learning management system, blogs, wikis and other web 2.0 applications to achieve learning goals and objectives in our workshops and courses.
This document discusses gamification in learning and development practices. It describes how gamification can be used for onboarding, accelerated learning workshops, and a talent simulation board game. Gamification applies game mechanics like points, badges, leaderboards, and challenges to engage learners. The document outlines parts of an accelerated learning book that takes a whole brain and whole person approach using gamification. It also provides examples of gamification mechanics, motivation factors, and player types that can be considered for design.
This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.
Similar to Game on! The Power of Gamification to Personalize Online Learning (20)
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.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
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.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
3. Today I’m going to share ...
1. What gamifying is
2. Gaming elements and how they might
work in online courses
3. How to begin gamifying a course
4. Using structure + story to personalize learning
••
and invite
discussion and
ideas from
you!
4. A Question for you ...
How are you using games or
“game” type things in your
courses?
and … is there anything else
we should talk about today?
4
•
•
•
•
5. Gamification is ...
Gamification is the concept of applying
game-design thinking to non-game applications
to make them more fun and engaging.
(badgeville.com/wiki/Gamification)
5
•
•
•
•
6. The Spectrum of “Gamifying”
6
Badges, Points, Levels
- Rewarding learners for certain
behaviors
Immersive Experience
- Course is designed around a
gaming theme
- Learners assume character
roles and work through a
storyline (narrative)
7. Gamification and
“extrinsic motivation”
The Soma Test ... performance is negatively correlated
with simple “rewards”.
Gamification, done right, supports intrinsic motivation.
Meaningful feedback, personalized learning, R.A.M.P.
http://elearningindustry.com/gamification-intrinsic-motivation-lasting-engagement
7
Relatedness
Autonomy
Mastery
Purpose
8. What does Gamification do?
8
“ … without engagement, learners are no more than observers.”
(Elearning Industry)
http://blog.azoft.com/enterprise-gamification-solutions/ http://www.theknowledgeguru.com/game-based-learning-infographic
18. How to quickly
add a game
element into a
Moodle course
What are
Progress
Mechanics?
The Building Blocks
You need some images. Try Pixabay or 123rf.com
29. Gamification: Using the Structure of Moodle
Logo
Topics
Labels
Badges
Completion Tracking
Random
Glossary
30. 30
Moodle courses can flow in many ways ...
Unit One
Unit Two
Unit Three
Final Exam
Hidden Files
“Old Faithful”
Beginners: Choose this one!
“The Three Doors”
“The Daisy Chain”
Great for
differentiated
classrooms
Gamify with
different “levels”
Gamification: Using the Structure of Moodle
32. Unit One
Unit Two
Unit Three
Final Exam
Hidden Files
Personalizing with Gamification: Story
anecdote.com
Idea #1:
Storyline
gets woven
around
existing
course
35. Unit One
Unit Two
Unit Three
Final Exam
Hidden Files
Personalizing with Gamification: Story
anecdote.com
Idea #2:
Storyline gets
embedded into
the course
40. The Spectrum of “Gamifying”
40
Badges, Points, Levels
- Rewarding learners for certain
behaviors
Immersive Experience
- Course is designed around a
gaming theme
- Learners assume character
roles and work through a
storyline (narrative)
41. Why I keep doing this crazy
gamifying stuff.
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