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.
W209 - Interactivity, Games, and Gamification: A Research-Based Approach to E...Karl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-learning 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. Based on a bestselling book "The Gamifi, this session introduces, defines, and describes the concepts of gamification and games for learning.
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.
W209 - Interactivity, Games, and Gamification: A Research-Based Approach to E...Karl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-learning 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. Based on a bestselling book "The Gamifi, this session introduces, defines, and describes the concepts of gamification and games for learning.
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.
How Videogames Have Helped My Life ... and YoursPhillip Raskin
Presented on 16 July 2013 at a Gamification Masterclass in Singapore. A brief history of gaming of all kinds, my personal history with videogames and 15 things we can learn and have learned from gamez. At least some of these "fine fifteen" should be a part of any game design, gamificiaton development or even online interactive content strategy.
John James has developed the idea that games have real advantages as well as scripty ones. He points out that every game brings a positive payoff as well as a negative payoff. A game represents the child’s best strategy to getting something from the world. When we play games in adulthood, we are attempting to meet a genuine child need. It is just that the means of satisfying that need are outdated and manipulative.
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.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
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.
How Videogames Have Helped My Life ... and YoursPhillip Raskin
Presented on 16 July 2013 at a Gamification Masterclass in Singapore. A brief history of gaming of all kinds, my personal history with videogames and 15 things we can learn and have learned from gamez. At least some of these "fine fifteen" should be a part of any game design, gamificiaton development or even online interactive content strategy.
John James has developed the idea that games have real advantages as well as scripty ones. He points out that every game brings a positive payoff as well as a negative payoff. A game represents the child’s best strategy to getting something from the world. When we play games in adulthood, we are attempting to meet a genuine child need. It is just that the means of satisfying that need are outdated and manipulative.
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.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
Presented by students from the Blue Valley Center for Advanced Professional Studies (CAPS) Teacher Education Program.
Technology has had a positive place in education with its resources for learning and communication, but it also has received negative press considering addictions to devices, time on task, and isolation of students. Students, however, feel that they are not connected to devices but rather connected to a network and community in which they live. Educators could feel more comfortable with this concept if technology could be viewed as an asset rather than a distraction. Join us to hear from students on how teachers can leverage technology to not only build better relationships with students and each other, but also as a way to promote mental health, confidence, positivity, and acceptance into a lifelong community of learners.
This session is created by and presented by eleventh and twelfth grade high school students who are a part of a Teacher Education program at the Blue Valley Center for Advanced Professional Studies. They work with practicing teachers and their students and also research and study innovations in learning.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Gaming to Learn: Research Meets Classroom PracticeLeigh Zeitz
Presentation given at the 2016 UNI Ed Summit on 3/10/16. Given to a room of about 20 people ranging from 18 - 60 years old. It was presented as a discussion of the essence of gaming, how it could be used in learning and the results of the research on how successful gaming can be in math, science, language learning, and history.
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.
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.
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.
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
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
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.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
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
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.
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!
9. Full Value Contract
² Keep
ourselves
and
other
emotionally
and
physically
safe.
² Act
and
speak
in
a
way
that
puts
others
up,
not
down.
² Give
speci;ic,
honest,
thoughtful
feedback.
² Know
when
to
let
something
go
and
move
on.
11. Meet and Greet
— What is your favorite game? Why?
— What does Engaged learning look
like, sound like, feel like?
— What are the games your students
play? Why do you think they play
them so often?
Pairs
Quads
Eights
12. IMO -
one of the worst things to say to a child…
13. Today’s Statistics
§ 1/2
billion
people
spend
1
hour/day
gaming
§ People
world-‐wide
spend
3
billion
hours
per
week
gaming
§ By
age
of
21,
the
typical
American
has
spent
10,000
hours
playing
games
“parallel
structure”
§ Pro-‐social
results
of
gaming
for
up
to
21
hours
per
week
(MIT)
15. Jane McGonigal
— The Game That Can
Give You Ten Extra
Years of Life
(start at 2:15)
— PhD – game developer
for Institute for the
Future
16. Technology is changing the way we
think, learn, communicate
“Why
do
we
let
people
put
the
best
of
themselves
into
a
virtual
world?”
-‐
Jane
McGonigal
18. Gamification [n]:
the use of game
design elements in
non-game contexts
- The Gamification Infographic
19. What is a Game?
Defining
Trait
Purpose Importance
Voluntary
Participation
Choice
Control
- Promotes safe, fun
environment with challenges
Goal Explains
outcome
- Provides Sense of Purpose
- Focuses Attention
Rules Places
limitations
- Unleashes Creativity
- Fosters Strategic Thinking
Feedback Discloses
proximity to goal
- Promises Achievability
- Encourages Motivation
- Jane McGonigal
20.
21. DEBRIEFING – a key learning component
– Feedback
- Social Interactions
- What helped us succeed?
- What hindered our success?
- What do we need to do differently next time?
- Academics
- Where am I in terms of the goal?
- What do I need to do to move toward goal?
23. Tying It All Together…
– positive interdependence
– individual and group accountability
– promote interaction
– appropriate use of social skills
– group processing – participation
– goals
– rules
– feedback
26. Appeal of Games:
1. Clear Goals Objectives
2. Specific, Constructive Feedback
3. Failure is Low-Risk
4. Draw on Strength of Others
5. Incremental Learning
Cascading Information Theory
27. Appeal of Games: In the Classroom:
Clear Goals Objectives Give out rubrics before project
Specific, Constructive
Feedback
Detailed conferencing
Written feedback/rubric
notes
Failure is Low-Risk Second chance learning
Infinite play until mastery
Draw on Strength of Others Collaboration
Incremental Learning
Cascading Information
Theory
Level “up” to unlock content
Discover pockets of info
Accumulate of points
Play to avoid losing gains
28. Cognitive Benefits: Whole Child Benefits:
Processing Constructing of
Knowledge
Engagement
Connecting, Transferring, Sharing Info Motivation
Better Retention of Information Collaboration
Systems-Thinking Work Ethic Pride
Attention to Detail Resiliency
Freedom to Experiment; Risk-taking Sociability
Failure as Growth Evolution of Self
Multiple Approaches Relationship Management
Problem-Solving Creativity
Negotiation
32. Tying It All Together…
– positive interdependence
– individual and group accountability
– promote interaction
– appropriate use of social skills
– group processing – participation
– goals
– rules
– feedback
36. Dice Games
#1
1 – 1st person Singular
2 – 2nd person Singular
3 – 3rd person Singular
4 - 1st person Plural
5 – 2nd person Plural
6 – 3rd person Plural
#2
1 – Comer
2 – Playar
3 – Estar
4 – Preguntar
5 – Creer
6 – Cambiar
37. Dice Games
- Each person has one die.
- Roundtable: Each person adds a sentence
using the # or term he/she rolled on the die.
- Topic for paragraph: Gaming
52. High Tech vs. Low Tech
www.education.mit.edu
The Education Arcade explores
games that promote learning
through authentic and engaging
play. TEA's research and
development projects focus both on
the learning that naturally occurs
in popular commercial games, and
on the design of games that more
vigorously address the educational
needs of players.
53. Work/Occupation Related Games
§ Med. Students: “ER: Code Red”
– As Dr, have to treat 35 cases
§ Doctors Nurses: “Septris”
– Stanford: ID and manage outbreak
§ Global Issues: “Evoke”
– World Bank: solve social problems
§ Military: Skill training games
55. Using Games in Education
§ Play a game to learn new content
§ Participate in simulations to test theories
variables
§ Analyze points of view through characters’
actions
§ Document own learning through reflection
§ Research new content through creation of
another game
- Klopfer, Osterweil, Groff, Haas
56. Remember…
§ Use inconsequential competition
§ Target essential academic content
§ Debrief game Review difficulties
§ Allow for students to re-process
information and revise notes
- Robert Marzano
59. References
§ Johnson, L., Adams, S., and Cummins, M. (2012).
The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media
Consortium.
§ Klopfer, E., Osterweil, S., Groff, J., Haas, J. (2009). Using the Technology of Today, in
the Classroom of Today.
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
§ Klopfer, E., Osterweil, S., Groff, J., Haas, J. (2009). Moving Learning Games Forward.
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
§ Marzano, R. (2010). Using Games to Enhance Student Achievement., Association for
Supervision and Curriculum Development, Volume 67 (5), pp. 71-72.
http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-
Games-to-Enhance-Student-Achievement.aspx
§ McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the
World. New York: Penguin, 2011. Print.
§ Puentadura, R. (2009, August 3). Game and Learn: An Introduction to Educational
Gaming. http://hippasus.com/rrpweblog/archives/000039.html
§ The Gamification of Education infographic.
https://www.knewton.com/gamification-education/