De presentatie van mijn sessie rond gamification & game-based learning op Edushock 2013.
Deelnemers die een uitgebreide bronnenlijst wensen, mogen mij gerust een mailtje sturen via mathias [at] winstonwolfe [dot] be
1) The document discusses the need to move beyond a one-size-fits-all approach to education and toward personalized learning to address challenges in the traditional classroom model.
2) Personalized learning is defined as adjusting the pace, learning approach, and leveraging student interests/experiences for individual students.
3) Examples of personalized learning mentioned include systems that adapt to student needs, approaches that support differentiated learning, increasing formative assessments, and providing student choice.
Understanding Games and Gamification for LearningKarl Kapp
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The document discusses using games and gamification for serious learning. It summarizes research showing that games can be an effective tool for learning, with knowledge retention 17% higher for games/simulations compared to lectures. Well-designed games that provide engagement, interactivity, and opportunities for feedback can increase learning when embedded within a broader instructional program. Elements of games like stories, characters, feedback, and challenges can be applied to motivate learning when incorporated into traditional instruction.
This document discusses problem-based learning and project-based learning. It explains that problem-based learning is a student-centered approach where students learn by solving complex problems. It also describes the seven step process for problem-based learning. Project-based learning involves students investigating real-world problems and challenges. The key components of project-based learning are outlined, including learner-centered environment, collaboration, authentic tasks, and innovative assessment. Benefits of both approaches include increased motivation, development of critical thinking skills, and preparation for lifelong learning.
The ASSURE model is an instructional design model for planning lessons that integrate technology. It consists of 6 steps: Analyze learners, State objectives, Select methods/media/materials, Utilize media and materials, Require learner participation, and Evaluate and revise. The model provides a systematic approach to selecting appropriate instructional methods, media formats, and materials based on the learning objectives and needs of students.
Collaborative learning involves students and teachers working together to understand course material rather than the teacher acting as the sole expert. The teacher takes on the role of facilitator rather than tutor and students work in groups on activities to explore course concepts. Effective collaborative learning involves setting initial group conditions, assigning roles or information, including interaction rules to scaffold discussion, and having the teacher monitor and regulate interactions.
De presentatie van mijn sessie rond gamification & game-based learning op Edushock 2013.
Deelnemers die een uitgebreide bronnenlijst wensen, mogen mij gerust een mailtje sturen via mathias [at] winstonwolfe [dot] be
1) The document discusses the need to move beyond a one-size-fits-all approach to education and toward personalized learning to address challenges in the traditional classroom model.
2) Personalized learning is defined as adjusting the pace, learning approach, and leveraging student interests/experiences for individual students.
3) Examples of personalized learning mentioned include systems that adapt to student needs, approaches that support differentiated learning, increasing formative assessments, and providing student choice.
Understanding Games and Gamification for LearningKarl Kapp
Â
The document discusses using games and gamification for serious learning. It summarizes research showing that games can be an effective tool for learning, with knowledge retention 17% higher for games/simulations compared to lectures. Well-designed games that provide engagement, interactivity, and opportunities for feedback can increase learning when embedded within a broader instructional program. Elements of games like stories, characters, feedback, and challenges can be applied to motivate learning when incorporated into traditional instruction.
This document discusses problem-based learning and project-based learning. It explains that problem-based learning is a student-centered approach where students learn by solving complex problems. It also describes the seven step process for problem-based learning. Project-based learning involves students investigating real-world problems and challenges. The key components of project-based learning are outlined, including learner-centered environment, collaboration, authentic tasks, and innovative assessment. Benefits of both approaches include increased motivation, development of critical thinking skills, and preparation for lifelong learning.
The ASSURE model is an instructional design model for planning lessons that integrate technology. It consists of 6 steps: Analyze learners, State objectives, Select methods/media/materials, Utilize media and materials, Require learner participation, and Evaluate and revise. The model provides a systematic approach to selecting appropriate instructional methods, media formats, and materials based on the learning objectives and needs of students.
Collaborative learning involves students and teachers working together to understand course material rather than the teacher acting as the sole expert. The teacher takes on the role of facilitator rather than tutor and students work in groups on activities to explore course concepts. Effective collaborative learning involves setting initial group conditions, assigning roles or information, including interaction rules to scaffold discussion, and having the teacher monitor and regulate interactions.
Storytelling is the art of using language, gestures, and physical movement to share a story with a live audience. It involves orally presenting a narrative with characters, structure, and a sense of completeness. There are benefits to both reading a story aloud from a book and telling a story from memory without the book. Reading allows less mistakes but lacks a personal experience, while telling allows seeing children's faces but risks mistakes. Effective storytelling requires practice and uses preparing the environment, voice, body language, and language to engage listeners. Benefits of storytelling include helping children learn about the world, develop skills like listening and imagination, and support emotional and intellectual development.
This document provides an overview of problem-based learning (PBL), including its history, key characteristics, steps in the PBL process, advantages and disadvantages. Some key points:
- PBL was pioneered in medical education at McMaster University in the 1960s as an alternative to traditional lecture-based learning. It has since spread to other fields.
- In PBL, students work in small groups to solve open-ended problems, with teachers acting as facilitators. It is student-centered and focuses on identifying learning needs to address problems.
- The steps of PBL involve defining the problem, identifying learning needs, conducting self-directed study, and applying new knowledge to the problem.
Project-based learning is a teaching method where students gain knowledge and skills by working to design and create a product or presentation. It uses multimedia like text, graphics, video and sound. Key aspects include addressing core curriculum, making real-world connections, extended timeframes, student decision making, collaboration, and assessment. Students learn by creating multimedia themselves rather than just using others' work. Benefits include improving hard skills like problem solving and soft skills like collaboration. It prepares students for skills like planning, presenting information, and applying academic knowledge to the real world.
Strategic Storytelling | Business Presentation TechniquesJeremey Donovan
Â
Learn how to: (a) craft persuasive business presentations using proven narrative frameworks, (b) design data-driven slides, and (c) master your verbal and non-verbal delivery.
This document outlines an example of a problem-based learning (PBL) presentation on the topic. It begins with an introduction to PBL, noting that it is inquiry-based and begins with an ill-structured problem. It then discusses the key components of a PBL unit, including the roles of the teacher and students and how it assesses learning. Finally, it provides a sample PBL unit based on the novel "Lord of the Flies", walking through understanding the problem, exploring curriculum to develop solutions, and resolving the problem. The presentation promotes PBL as a way to foster life-long learning and good citizenship.
This document discusses various teaching methods and strategies. It categorizes methods as either direct or indirect approaches. Direct approaches include deductive, showing, expository, demonstration, concept teaching, and reporting methods. These are teacher-centered and aim for mastery of skills and content. Indirect approaches are learner-centered and generate knowledge through experience with teacher guidance. Specific steps and techniques are outlined for each method.
This document discusses how stories can be used to teach language skills to children. It provides examples of how teachers can incorporate stories, such as through picture books, puppets, drawings, and tapes. Children enjoy hearing the same story multiple times and can then retell, act out, or write scripts based on the stories. The document also discusses using gestures and physical movement to reinforce storytelling. The Total Physical Response method teaches through commands, modeling, and gradually reducing dependence on the teacher. Grammar can then be taught through telling stories from different perspectives.
"Storytelling for Presentations" was a short lesson I developed for my online Professional Communication and Presentation course. How do you teach storytelling in your presentation class?
#DevLearn 2015 - 10 cool tools to support learningDutch & Dillon
Â
The document is a presentation about ten cool tools to support learning. It discusses how life, work, and learning have changed significantly due to new technologies. Mobile devices have connected people 24/7 and changed how and where learning occurs. The presentation suggests creating a "Batcave" for learning and development that utilizes games, augmented and virtual reality, social platforms, and tools like xAPI to track learning. A variety of specific apps and platforms are presented as examples to incorporate these new approaches to learning.
Presentatie met Joost Ingels (HOWEST) over trends en de toekomst van (serious) games tijdens NET HRD event van VOV Netwerk, VOCAP en PMClub op 23 april 2015!
Presentatie van de sessie omtrent Technology Enhanced Classroom op het Edushock Leerfestival 2015. Topîcs: augmented reality, iBeacons, virtual reality, wearables & games
Presentatie van de 4 minisessies gehost tijdens de Pitstop van VOV Lerend netwerk op donderdag 23 oktober 2014.
Topics:
- 4 soorten fun
- content vs. structural gamification
- storytelling
- tools en voorbeelden
Storytelling is the art of using language, gestures, and physical movement to share a story with a live audience. It involves orally presenting a narrative with characters, structure, and a sense of completeness. There are benefits to both reading a story aloud from a book and telling a story from memory without the book. Reading allows less mistakes but lacks a personal experience, while telling allows seeing children's faces but risks mistakes. Effective storytelling requires practice and uses preparing the environment, voice, body language, and language to engage listeners. Benefits of storytelling include helping children learn about the world, develop skills like listening and imagination, and support emotional and intellectual development.
This document provides an overview of problem-based learning (PBL), including its history, key characteristics, steps in the PBL process, advantages and disadvantages. Some key points:
- PBL was pioneered in medical education at McMaster University in the 1960s as an alternative to traditional lecture-based learning. It has since spread to other fields.
- In PBL, students work in small groups to solve open-ended problems, with teachers acting as facilitators. It is student-centered and focuses on identifying learning needs to address problems.
- The steps of PBL involve defining the problem, identifying learning needs, conducting self-directed study, and applying new knowledge to the problem.
Project-based learning is a teaching method where students gain knowledge and skills by working to design and create a product or presentation. It uses multimedia like text, graphics, video and sound. Key aspects include addressing core curriculum, making real-world connections, extended timeframes, student decision making, collaboration, and assessment. Students learn by creating multimedia themselves rather than just using others' work. Benefits include improving hard skills like problem solving and soft skills like collaboration. It prepares students for skills like planning, presenting information, and applying academic knowledge to the real world.
Strategic Storytelling | Business Presentation TechniquesJeremey Donovan
Â
Learn how to: (a) craft persuasive business presentations using proven narrative frameworks, (b) design data-driven slides, and (c) master your verbal and non-verbal delivery.
This document outlines an example of a problem-based learning (PBL) presentation on the topic. It begins with an introduction to PBL, noting that it is inquiry-based and begins with an ill-structured problem. It then discusses the key components of a PBL unit, including the roles of the teacher and students and how it assesses learning. Finally, it provides a sample PBL unit based on the novel "Lord of the Flies", walking through understanding the problem, exploring curriculum to develop solutions, and resolving the problem. The presentation promotes PBL as a way to foster life-long learning and good citizenship.
This document discusses various teaching methods and strategies. It categorizes methods as either direct or indirect approaches. Direct approaches include deductive, showing, expository, demonstration, concept teaching, and reporting methods. These are teacher-centered and aim for mastery of skills and content. Indirect approaches are learner-centered and generate knowledge through experience with teacher guidance. Specific steps and techniques are outlined for each method.
This document discusses how stories can be used to teach language skills to children. It provides examples of how teachers can incorporate stories, such as through picture books, puppets, drawings, and tapes. Children enjoy hearing the same story multiple times and can then retell, act out, or write scripts based on the stories. The document also discusses using gestures and physical movement to reinforce storytelling. The Total Physical Response method teaches through commands, modeling, and gradually reducing dependence on the teacher. Grammar can then be taught through telling stories from different perspectives.
"Storytelling for Presentations" was a short lesson I developed for my online Professional Communication and Presentation course. How do you teach storytelling in your presentation class?
#DevLearn 2015 - 10 cool tools to support learningDutch & Dillon
Â
The document is a presentation about ten cool tools to support learning. It discusses how life, work, and learning have changed significantly due to new technologies. Mobile devices have connected people 24/7 and changed how and where learning occurs. The presentation suggests creating a "Batcave" for learning and development that utilizes games, augmented and virtual reality, social platforms, and tools like xAPI to track learning. A variety of specific apps and platforms are presented as examples to incorporate these new approaches to learning.
Presentatie met Joost Ingels (HOWEST) over trends en de toekomst van (serious) games tijdens NET HRD event van VOV Netwerk, VOCAP en PMClub op 23 april 2015!
Presentatie van de sessie omtrent Technology Enhanced Classroom op het Edushock Leerfestival 2015. Topîcs: augmented reality, iBeacons, virtual reality, wearables & games
Presentatie van de 4 minisessies gehost tijdens de Pitstop van VOV Lerend netwerk op donderdag 23 oktober 2014.
Topics:
- 4 soorten fun
- content vs. structural gamification
- storytelling
- tools en voorbeelden
Curatr is a new e-learning platform that brings together trends in learning and development by allowing users to curate content from around the web, track their learning progress through connected applications, and earn points and achievements through a gamified experience.
Presentatie van de workshop op 13 februari 2014 rond nieuwe trends in leren. Hierbij lag de focus op welke nieuwe leervormen, tools en benaderingen mogelijk zijn, gaande van 702010 over mLearning en MOOCs tot gamification.
14. Een woordje uitleg
 Het gebruik van game
mechanics in een
non-game omgeving
met als doel fun,
motivatie,
engagement of
competenties te
verhogen
 Een systeem waarin
spelers zich
engageren in een
artificieel conflict,
gekenmerkt door
regels en resulterend
in een
kwantificeerbaar
resultaat
Gamification Games
22. Nog even refreshen
 Het gebruik van game
mechanics in een
non-game omgeving
met als doel fun,
motivatie,
engagement of
competenties te
verhogen
 Een systeem waarin
spelers zich
engageren in een
artificieel conflict,
gekenmerkt door
regels en resulterend
in een
kwantificeerbaar
resultaat
Gamification Games
23. Games & game based learning
 Toont gelijkenissen met gamification
 GBL verhoogt kennis, inzichten en
competenties door het actief inzetten van
games