This document discusses embedding game-based learning in the classroom. It notes that games offer a sense of achievement, teamwork, and learning to overcome problems. The document emphasizes that embedding games is about learning, not just educational games or gamification. It recommends that teachers play games themselves to start small, consult their community, watch related shows, and collaborate with others to incorporate game-based learning.
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.
Delivered at Casual Connect Europe 2017. How does an independant game developer survive and thrive in 2017? What have we learned in 2016, and what new opportunities have we discovered? What old wisdom no longer holds true, and what has changed? In this session, veteran indie developers who have all taken different routes to the market will share their latest experience and thoughts on how to create a long-term strategy for surviving in the current game industry.
Panelists: Chris Natsuume, Creative Director, Boomzap Entertainment
Thomas Andreasen, Founder & CGO, Playlab
Ivo Wubbels, CEO, Engine Software
MODERATOR: Yan Marchal, Chief Bastard, Sanuk Games
Feeling the future: how emotions help us design for tomorrowYasmin Borain
In the world that is increasingly divided, people are demanding more. As customers and communities adapt their everyday lives, we look to understand their needs and behaviours – but what about understanding their emotions? This vital design dimension is often ignored and yet, as designers, we are ultimately responsible for connecting with people by making them feel!
How do we bring a sense of emotion to emerging technologies and products to create more meaning and bring humanity back into our interactions? We design experiences that are as layered as us humans.
Building connection - both real and virtual – is the foundation. Let’s use Emotional Design to embrace the change we are facing today and make the world a better place through creativity tomorrow.
Join Yasmin and Greet as they explore what emotion will look like in tomorrow’s world and how this will impact design by pushing us to look beyond.
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.
Delivered at Casual Connect Europe 2017. How does an independant game developer survive and thrive in 2017? What have we learned in 2016, and what new opportunities have we discovered? What old wisdom no longer holds true, and what has changed? In this session, veteran indie developers who have all taken different routes to the market will share their latest experience and thoughts on how to create a long-term strategy for surviving in the current game industry.
Panelists: Chris Natsuume, Creative Director, Boomzap Entertainment
Thomas Andreasen, Founder & CGO, Playlab
Ivo Wubbels, CEO, Engine Software
MODERATOR: Yan Marchal, Chief Bastard, Sanuk Games
Feeling the future: how emotions help us design for tomorrowYasmin Borain
In the world that is increasingly divided, people are demanding more. As customers and communities adapt their everyday lives, we look to understand their needs and behaviours – but what about understanding their emotions? This vital design dimension is often ignored and yet, as designers, we are ultimately responsible for connecting with people by making them feel!
How do we bring a sense of emotion to emerging technologies and products to create more meaning and bring humanity back into our interactions? We design experiences that are as layered as us humans.
Building connection - both real and virtual – is the foundation. Let’s use Emotional Design to embrace the change we are facing today and make the world a better place through creativity tomorrow.
Join Yasmin and Greet as they explore what emotion will look like in tomorrow’s world and how this will impact design by pushing us to look beyond.
Students at Merrylands High School created a geolocation game about the school. The game is programmed for mobile devices and was designed for Year 6 students coming to the school in the following year.
This slideshow summaries how work in integrating video games and gaming dynamics in my science classes. The slideshow is made for the 1:1 Learning Uncoference.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
Students at Merrylands High School created a geolocation game about the school. The game is programmed for mobile devices and was designed for Year 6 students coming to the school in the following year.
This slideshow summaries how work in integrating video games and gaming dynamics in my science classes. The slideshow is made for the 1:1 Learning Uncoference.
Slides from my breakaway sessions at the International Boys Schools Conference at Wynberg Boys on 14 March. What are games? Why do they work? What does gamification mean, and what is a "serious" game?
Answers to all these questions, plus links and comprehensive resources to get you started on using games in your own classroom.
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
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.
Gamification 101- What is It and How to Get StartedLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying eLearning, you can harness the power of what people inherently love to do—have fun. Naturally, when your learners are having fun, you can eradicate any potential indicators of low engagement. But what is gamification and how can it be used effectively to motivate and engage learners?
Presenter: Justin Leites, Vice President of Games, Amplify Learning
Social features are more difficult to implement in a school context given the need to protect student information and privacy, and given the potential for bullying and other misbehavior. But given the importance of social features for both engagement and learning, we have invested in platform tools which enable those features within, across and around games.
Schools using our games do always have the option of turning off social features. Inasmuch as any set of social interactions create additional opportunities for misbehavior, this is, at least initially, an attractive option especially for schools wary about educational gaming more generally. But given the importance of social aspects of gaming to the learning experiences, we hope very few schools will actually do this, and so have begun offering coaching and other forms of support for implementing such features.
Video games are considered to be played by teen-aged boys, considered to create more violent and depressive person, socially isolated human being. and above all, video games supposedly are just a waste of your time because you cant learn anything from it.
Well, lets bust these myths about gaming, gamers and games.
Shown at the Researchers' Night, Israel, 2016.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
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.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
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.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
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.
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.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
4. “Digital media brings a continuing
change to one’s understanding and
learning.”
“Games offer a sense of
achievement, teamwork and
learning to overcome
problems.”
5.
6.
7.
8.
9.
10.
11.
12. • It is NOT about
embedding
educational games
• It is NOT about
interactive quizzes
• It is NOT gamification
13.
14.
15.
16.
17. (1) What was the storyline in the game?
(2) What was the goal in the game?
(3) How did you know you were doing a
good job in the game?
(4) How do you know you weren’t doing
a good job in the game?
(5) How does the game make you do a
good job?
(6) How can you use this game in the
classroom?
18. • It’s about LEARNING
• Play games yourself
• Start small
• Consult your community
• Watch Good Game Spawn Point
• Collaborate with others – Twitter, Yammer, etc
Editor's Notes
Kinect Sports was used learn about average speed. Spore was used to learn about evolution. Angry birds was used to learn about projectile motion.