Presentation delivered by Daisy Abbott, Glasgow School of Art at the Still Game to Learn event organised by College Development Network, 9th December, 2016.
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
Karl Kapp presented on creating engaging instruction using game elements. He discussed defining games and game terminology. Participants played sample learning games and provided feedback. Best practices for designing learning games were covered, such as embedding games within curriculum and allowing for failure. Paper prototyping tools like PowerPoint were demonstrated for rapid iteration. Participants then worked in teams to prototype a learning game for a customer service training scenario.
CU Berkeley Workshop #1: Writing Great Clicker QuestionsStephanie Chasteen
How does a teacher use questioning effectively? This workshop will focus on writing those questions that engage students, spark their curiosity, help recap material, give you insight into their thinking, or help them learn critical ideas in your discipline. We will focus on the use of clickers with "peer instruction" -- a research-tested method of requiring students to discuss challenging questions with one another. We will discuss how clickers can help facilitate this teaching strategy, investigate the surprising power of multiple-choice questions to achieve critical thinking skills, plus spend time discussing the elements of effective questions and practicing writing and improving questions for our classes.
This document discusses integrating game mechanics into teaching to make courses more fun and engaging for students. It begins with an introduction to the presenter and their background in game design and education. The presentation then discusses what fun is, how gamification works, and applying game elements like status, leaderboards, incentives, and goals to motivate students. Examples are given of a video game programming course that was gamified, which led to increased attendance, assignment submission, and student engagement. The presentation concludes by addressing problems with gamification and taking questions.
CTD Sp14 Weekly Workshop: Best practices for running peer instruction with cl...Peter Newbury
The document provides guidance on best practices for running peer instruction with clickers. It discusses:
1) Allowing students to think and vote individually before discussion to commit to their own answer.
2) Structuring small group discussions to have students convince each other of their reasoning rather than argue for the most popular answer.
3) Leading a class-wide discussion to address misconceptions, explore alternative answers, and confirm the correct response when applicable.
The techniques aim to make peer instruction a natural critical learning environment where students learn to think critically and reason from evidence.
Using Educational Games and GamificationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
Teaching students to think like experts using peer instruction - CSUgritPeter Newbury
Slides for a workshop on teaching students to think like experts using peer instruction at the Cal State University Symposium on University Teaching.
Peter Newbury
UC San Diego
March 13, 2015
Phystec Conference: The Gentle Art of Questioning. Writing Great Clicker Qu...Stephanie Chasteen
How does a teacher use questioning effectively? This workshop will focus on writing those questions that engage students, spark their curiosity, help recap material, give you insight into their thinking, or help them learn critical ideas in physics. We will focus on "peer instruction" -- a research-tested method of requiring students to discuss challenging questions with one another. We will investigate the surprising power of multiple-choice questions to achieve critical thinking skills. Finally, we will look at writing questions that align with our goals for students, discuss the elements of effective questions, and practice writing questions and work on improving them.
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
Karl Kapp presented on creating engaging instruction using game elements. He discussed defining games and game terminology. Participants played sample learning games and provided feedback. Best practices for designing learning games were covered, such as embedding games within curriculum and allowing for failure. Paper prototyping tools like PowerPoint were demonstrated for rapid iteration. Participants then worked in teams to prototype a learning game for a customer service training scenario.
CU Berkeley Workshop #1: Writing Great Clicker QuestionsStephanie Chasteen
How does a teacher use questioning effectively? This workshop will focus on writing those questions that engage students, spark their curiosity, help recap material, give you insight into their thinking, or help them learn critical ideas in your discipline. We will focus on the use of clickers with "peer instruction" -- a research-tested method of requiring students to discuss challenging questions with one another. We will discuss how clickers can help facilitate this teaching strategy, investigate the surprising power of multiple-choice questions to achieve critical thinking skills, plus spend time discussing the elements of effective questions and practicing writing and improving questions for our classes.
This document discusses integrating game mechanics into teaching to make courses more fun and engaging for students. It begins with an introduction to the presenter and their background in game design and education. The presentation then discusses what fun is, how gamification works, and applying game elements like status, leaderboards, incentives, and goals to motivate students. Examples are given of a video game programming course that was gamified, which led to increased attendance, assignment submission, and student engagement. The presentation concludes by addressing problems with gamification and taking questions.
CTD Sp14 Weekly Workshop: Best practices for running peer instruction with cl...Peter Newbury
The document provides guidance on best practices for running peer instruction with clickers. It discusses:
1) Allowing students to think and vote individually before discussion to commit to their own answer.
2) Structuring small group discussions to have students convince each other of their reasoning rather than argue for the most popular answer.
3) Leading a class-wide discussion to address misconceptions, explore alternative answers, and confirm the correct response when applicable.
The techniques aim to make peer instruction a natural critical learning environment where students learn to think critically and reason from evidence.
Using Educational Games and GamificationAndy Petroski
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education, including a large number of teachers who are using games like Minecraft and Civilizaton or gamifying their classroom to teach core concepts and develop 21st century skills. Attend this webinar to learn more about games and game techniques can be used in education.
-Explore the elements that make games good learning experiences
-Look at how off-the-shelf educational games can be used in the curriculum
-Learn how teachers are turning their classroom into a Multiplayer Classroom with storytelling and gamification
From a 5-20-13 webinar
Teaching students to think like experts using peer instruction - CSUgritPeter Newbury
Slides for a workshop on teaching students to think like experts using peer instruction at the Cal State University Symposium on University Teaching.
Peter Newbury
UC San Diego
March 13, 2015
Phystec Conference: The Gentle Art of Questioning. Writing Great Clicker Qu...Stephanie Chasteen
How does a teacher use questioning effectively? This workshop will focus on writing those questions that engage students, spark their curiosity, help recap material, give you insight into their thinking, or help them learn critical ideas in physics. We will focus on "peer instruction" -- a research-tested method of requiring students to discuss challenging questions with one another. We will investigate the surprising power of multiple-choice questions to achieve critical thinking skills. Finally, we will look at writing questions that align with our goals for students, discuss the elements of effective questions, and practice writing questions and work on improving them.
Sample Peer Instruction questions for CSUgritPeter Newbury
A collection of peer instruction questions, some good and some deliberately bad, for my workshop on teaching expertise with peer instruction at the Cal State University Symposium on University Teaching.
Peter Newbury
UC San Diego
March 13, 2015
The document discusses gamifying online classes by applying game design elements and techniques. It provides 10 steps to gamify a class, including starting with class objectives, creating module objectives and skills, designing badges for achievement levels, creating a backstory, deciding content for each level, designing student interaction, and motivating students. Key ideas are to allow learning from mistakes and get students contributing through discussions and surveys. The purpose is to increase student engagement and provide immediate feedback on progress by using principles of competition, achievement and collaboration common in game design.
This document discusses gamifying an online class by applying game elements and mechanics. It provides 9 steps to gamifying a class, which include deciding on class objectives, creating level-based module objectives, designing level content and activities, incorporating a narrative backstory, encouraging student interaction, and motivating students. Examples are given of level progression tied to grades, badges awarded for achievements, and leaderboards. The benefits of gamification for student engagement and motivation are highlighted, along with some potential challenges around student pacing and frustration. Resources on gamification concepts and tools for implementing gamified elements in Canvas courses are also provided.
Developing Critical Thinking in Our Youngest LearnersJennifer Jones
These are my slides from my session, Developing Critical Thinking in Our Youngest Learners, that I gave at the PK1 Conference in Santa Clara, CA in January 2015. In this presentation, I shared 9 instructional strategies to help Kindergarten and First Grade teachers teach critical thinking to their little ones. Many of the posters included in the slides are either free or for sale in my TpT store at www.hellojenjones.com
Keywords: Language Frames, Critical Thinking Rubric, because, Picture of the Day, Daily Analogies, Morning Meeting, Rules for Discussion, Speaking & Listening, Be Opinionated, Vocabulary Notebooks, Hello Literacy, Jen Jones
Tools of Engagement: "Tools of Engagement: Gamification, Storytelling and A...Karl Kapp
Using game elements to create interactive, engaging instruction doesn't have to mean investing hours and hours into the development of a full-scale Halo-type game. Creating an interactive, game-like learning experience can be done simply and easily with PowerPoint, a little imagination, and an audience response system. In this workshop, you will create an interactive game-like learning experience using game thinking and game elements such as storytelling, mystery, immediate feedback, and friendly competition. Learn how to craft a gamified instructional story based on learning science to engage, motivate and educate your learners.
NOTE: Please bring a laptop or a tablet with PowerPoint and a phone capable of texting so that you can both experience and design engaging game-like instruction.
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
This document provides guidance for using business simulations in the classroom. It outlines a step-by-step process for introducing and playing a simulation over multiple class periods. The process includes introducing the simulation, having students play the first round, reviewing results, and assigning further play for homework. In subsequent classes, instructors should review previous rounds, have students play in groups, and provide guidance as they play. By the fourth class, the learning curve should be overcome and students will be analyzing and synthesizing the simulation at higher levels. The document concludes by recommending celebrating the winning students and assessing the simulation experience.
This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
Games, Interactivity and Gamification for LearningKarl Kapp
This session introduces, defines, and describes the concept of gamification, games for learning and interactivity. Kapp will dissect critical elements of games and describe how they can be applied to the design and development of interactive learning. The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. You’ll learn how to create engaging learning using game-based thinking by matching instructional content with the right game mechanics and game thinking; how to move beyond the theoretical considerations; and three methods for designing interactive learning based on concepts from games
This document provides guidance on using storytelling as an instructional tool. It outlines the key steps to create an instructional story, including identifying a learning objective, choosing characters, creating a plot with tension and resolution, and developing questions to advance the plot. An example interactive story is then presented that models these elements by taking the reader through a mystery investigation to uncover the elements of engaging stories. Key elements of stories like characters, plot, tension and resolution are discussed. Research is cited on how stories aid memory and engagement.
CU Berkeley Workshop #2: Making it work, Effective Facilitation of Clicker Q...Stephanie Chasteen
So now you’ve got some great questions to use with clickers, but that’s no magic bullet. What might go wrong, and how do we avoid common pitfalls? How do we avoid just giving students the answer, or what if students are reluctant to discuss the questions? In this interactive workshop, we’ll explore research-based tips and ideas for questioning in a way that allow us to achieve the full benefit of clickers and peer instruction. We’ll discuss common challenges, share tips on getting students to productively argue and reason through the questions, and ways to encourage all students to speak up in response to questions. Time-depending, participants will also get a chance to practice aspects of teaching through questioning.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
This document discusses the importance of questioning skills for learning. When children are young, they constantly ask questions to make sense of the world, but as students get older they are expected to answer the teacher's questions more than generating their own. The ability to formulate meaningful questions is essential for learning, as it helps build schema and propels understanding. Strategic readers learn to ask questions before, during, and after reading to clarify meaning, connect ideas, and deepen their comprehension. Generating questions takes practice and independent thinking.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
The document provides examples of marketing research surveys and evaluations. It includes examples for politics, leadership training, and a university course evaluation. The examples demonstrate different question formats, layouts, and levels of detail. Overall, the surveys are rated positively, though some include subjective wording. Demographic questions at the beginning of surveys are recommended. The examples are meant to illustrate best practices for survey design to obtain useful feedback.
The document outlines an approach called "Learning By Design" that uses game design as a pedagogy. It describes using design to deeply learn a topic and apply understandings to new concepts. Key benefits include motivating and inspiring students through relevant design work that leverages their interests while fostering skills like problem-solving. The process involves exploring a topic's fun elements, discovering a game's goals and rules, creating prototypes, and sharing final designs. Students produce design documents, prototypes, and presentations to pitch their learning games.
Sample Peer Instruction questions for CSUgritPeter Newbury
A collection of peer instruction questions, some good and some deliberately bad, for my workshop on teaching expertise with peer instruction at the Cal State University Symposium on University Teaching.
Peter Newbury
UC San Diego
March 13, 2015
The document discusses gamifying online classes by applying game design elements and techniques. It provides 10 steps to gamify a class, including starting with class objectives, creating module objectives and skills, designing badges for achievement levels, creating a backstory, deciding content for each level, designing student interaction, and motivating students. Key ideas are to allow learning from mistakes and get students contributing through discussions and surveys. The purpose is to increase student engagement and provide immediate feedback on progress by using principles of competition, achievement and collaboration common in game design.
This document discusses gamifying an online class by applying game elements and mechanics. It provides 9 steps to gamifying a class, which include deciding on class objectives, creating level-based module objectives, designing level content and activities, incorporating a narrative backstory, encouraging student interaction, and motivating students. Examples are given of level progression tied to grades, badges awarded for achievements, and leaderboards. The benefits of gamification for student engagement and motivation are highlighted, along with some potential challenges around student pacing and frustration. Resources on gamification concepts and tools for implementing gamified elements in Canvas courses are also provided.
Developing Critical Thinking in Our Youngest LearnersJennifer Jones
These are my slides from my session, Developing Critical Thinking in Our Youngest Learners, that I gave at the PK1 Conference in Santa Clara, CA in January 2015. In this presentation, I shared 9 instructional strategies to help Kindergarten and First Grade teachers teach critical thinking to their little ones. Many of the posters included in the slides are either free or for sale in my TpT store at www.hellojenjones.com
Keywords: Language Frames, Critical Thinking Rubric, because, Picture of the Day, Daily Analogies, Morning Meeting, Rules for Discussion, Speaking & Listening, Be Opinionated, Vocabulary Notebooks, Hello Literacy, Jen Jones
Tools of Engagement: "Tools of Engagement: Gamification, Storytelling and A...Karl Kapp
Using game elements to create interactive, engaging instruction doesn't have to mean investing hours and hours into the development of a full-scale Halo-type game. Creating an interactive, game-like learning experience can be done simply and easily with PowerPoint, a little imagination, and an audience response system. In this workshop, you will create an interactive game-like learning experience using game thinking and game elements such as storytelling, mystery, immediate feedback, and friendly competition. Learn how to craft a gamified instructional story based on learning science to engage, motivate and educate your learners.
NOTE: Please bring a laptop or a tablet with PowerPoint and a phone capable of texting so that you can both experience and design engaging game-like instruction.
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
This document provides guidance for using business simulations in the classroom. It outlines a step-by-step process for introducing and playing a simulation over multiple class periods. The process includes introducing the simulation, having students play the first round, reviewing results, and assigning further play for homework. In subsequent classes, instructors should review previous rounds, have students play in groups, and provide guidance as they play. By the fourth class, the learning curve should be overcome and students will be analyzing and synthesizing the simulation at higher levels. The document concludes by recommending celebrating the winning students and assessing the simulation experience.
This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
Games, Interactivity and Gamification for LearningKarl Kapp
This session introduces, defines, and describes the concept of gamification, games for learning and interactivity. Kapp will dissect critical elements of games and describe how they can be applied to the design and development of interactive learning. The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. You’ll learn how to create engaging learning using game-based thinking by matching instructional content with the right game mechanics and game thinking; how to move beyond the theoretical considerations; and three methods for designing interactive learning based on concepts from games
This document provides guidance on using storytelling as an instructional tool. It outlines the key steps to create an instructional story, including identifying a learning objective, choosing characters, creating a plot with tension and resolution, and developing questions to advance the plot. An example interactive story is then presented that models these elements by taking the reader through a mystery investigation to uncover the elements of engaging stories. Key elements of stories like characters, plot, tension and resolution are discussed. Research is cited on how stories aid memory and engagement.
CU Berkeley Workshop #2: Making it work, Effective Facilitation of Clicker Q...Stephanie Chasteen
So now you’ve got some great questions to use with clickers, but that’s no magic bullet. What might go wrong, and how do we avoid common pitfalls? How do we avoid just giving students the answer, or what if students are reluctant to discuss the questions? In this interactive workshop, we’ll explore research-based tips and ideas for questioning in a way that allow us to achieve the full benefit of clickers and peer instruction. We’ll discuss common challenges, share tips on getting students to productively argue and reason through the questions, and ways to encourage all students to speak up in response to questions. Time-depending, participants will also get a chance to practice aspects of teaching through questioning.
Educators as Game Designers Workshop - 3Bernard Bull
The document discusses embracing the role of game designer and provides guidance on designing educational games. It defines key elements of games, such as goals, rules, feedback, and voluntary participation. Tips are provided for game design, such as starting small and involving students. A process for 15-minute game design is outlined that includes defining the learning goal, story, game goal, rules, and feedback system. Principles of educational simulations are presented, such as having a theme, clear goal, challenges, and providing frequent feedback. Questions are provided to guide the design of an educational simulation or scavenger hunt. The importance of play and its role in learning and development is emphasized through a Benjamin Franklin quote.
This document discusses the importance of questioning skills for learning. When children are young, they constantly ask questions to make sense of the world, but as students get older they are expected to answer the teacher's questions more than generating their own. The ability to formulate meaningful questions is essential for learning, as it helps build schema and propels understanding. Strategic readers learn to ask questions before, during, and after reading to clarify meaning, connect ideas, and deepen their comprehension. Generating questions takes practice and independent thinking.
Educators as Game Designers Workshop - 1Bernard Bull
This document discusses how educators can design games for learning. It begins by defining what makes something a game, noting they usually have goals, rules, feedback, and voluntary participation. It then discusses four categories of games and learning: games in education, repurposing non-educational games, gameful learning which takes inspiration from good games, and game-based learning which designs games for specific learning goals. The document emphasizes how games keep people engaged through constant feedback, challenges at an appropriate level, collaboration, and flow. It suggests educators can apply these principles when creating their own educational simulations.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
The document provides examples of marketing research surveys and evaluations. It includes examples for politics, leadership training, and a university course evaluation. The examples demonstrate different question formats, layouts, and levels of detail. Overall, the surveys are rated positively, though some include subjective wording. Demographic questions at the beginning of surveys are recommended. The examples are meant to illustrate best practices for survey design to obtain useful feedback.
The document outlines an approach called "Learning By Design" that uses game design as a pedagogy. It describes using design to deeply learn a topic and apply understandings to new concepts. Key benefits include motivating and inspiring students through relevant design work that leverages their interests while fostering skills like problem-solving. The process involves exploring a topic's fun elements, discovering a game's goals and rules, creating prototypes, and sharing final designs. Students produce design documents, prototypes, and presentations to pitch their learning games.
Scholar's Quest - a gamification layer to a course.TeacherTinker
Scholar's Quest is designed by Dr Joey J. Lee fromTeachers College, Columbia University. It is a set of paper-based tools and processes that adds a gamification layer to a course to encourage motivation, engagement, individual choice and mastery through competitive and collaborative learning experiences.
The document discusses a career-focused game designed to raise awareness of employability skills in students. It describes the learning goals and experimental design, which varied levels of autonomy, competence, and relatedness support between player groups based on self-determination theory. Early findings from gameplay data showed mixed results and no clear influence of the design variations on engagement or knowledge/attitude changes as hypothesized. A focus group will further examine player perceptions of autonomy, competence, and relatedness support in the game and how mechanics influenced these factors.
I would be interested in the
God topic as I am exploring my own
beliefs and want to learn more
perspectives.
Stranger: I think the video games topic
would be more interesting as it's
relevant to today's youth culture and
how technology impacts us.
Using game mechanics like goals, feedback, and rewards can increase engagement in eLearning by motivating learners in similar ways as video games. Gamification works best when the game elements directly support learning objectives. Designers should provide guidance to help learners progress towards goals and give frequent feedback to maintain engagement through rewarding feelings of accomplishment. Testing assumptions early is important to improve the design.
This document discusses using a game sense approach in PDHPE lessons. Game sense modifies games to suit different abilities, highlights objectives, and increases participation rather than focusing on individual skills. It links to several PDHPE outcomes like resilience, inclusion, self-management, and interpersonal skills. The approach starts with a warm-up, initial game, then uses student reflection and modification to allow trial and error and meaningful understanding. Benefits include building confidence, participation, problem-solving, communication, and autonomy.
Let’s Play! Using an Interactive Board Game for Student Self-Assessment - Dia...TEDx Adventure Catalyst
Presented at the 2014 Student Affairs and Services Symposium at York University.
Learn how an interactive board game can help students conduct a multi-faceted self assessment in a casual, engaging and fun group setting.
“Who Am I?” is a self-discovery board game utilizing the principles of Narrative therapy and developed by York University’s Career Centre to support students in exploring the
many factors—both internal and external—that impact their career decision making.
This document discusses the importance of set induction skills for effective teaching. It outlines various techniques teachers can use to introduce lessons, including quizzes, games, puzzles, stories and activities. Some key subskills of introduction are having a good beginning to grab students' attention, checking prior knowledge, arousing curiosity through visual aids or stories, linking the introduction to the topic, stating the lesson aim and writing the title. The document recommends introducing lessons in 5-7 minutes and provides examples of how to demonstrate set induction skills in a science class by engaging students in an activity with a tray before the lesson on soil.
Evaluating an Master Trainer by Sajjad Ahmad Awan PhD Research Scholar TE Pla...Malik Sajjad Ahmad Awan
The document discusses tips for being a successful trainer. It begins by outlining the agenda, which includes evaluating MTs, the role and types of MTs, how to be a good MT, challenges of technology, the relationship between MTs and effective learning, and tips for success. It then provides advice on respecting oneself and others, accepting advice and responsibilities, being prepared, and exhibiting compassionate, sincere, sociable, encouraging and courteous behaviors. The key aspects are developing self-respect and respecting others, accepting feedback to improve, preparing thoroughly, and interacting with kindness and honesty.
Flying by the Seat of your Pants: Experiences Experimenting in Games EducationJose Zagal
This document outlines lessons learned from experimenting with game education courses and programs over many years. Some key lessons include finding experiential gaps in programs to fill with new courses, drawing inspiration from what motivates faculty to create exciting new offerings for students, aligning course goals and assessments with student expectations, and treating students like junior colleagues to help guide course improvements. The document advocates frequently updating and innovating courses through a process of maintenance to continually meet student and industry needs.
This document discusses using games for learning and teaching. It defines a game as a system where players engage in an artificial conflict with rules that results in a quantifiable outcome. Games typically have goals, limitations, player input, and are fun. The document advocates incorporating gaming mechanics into education to increase learner engagement, motivation, and enjoyment. Both students and teachers provided positive feedback, finding that games make learning happier and students are more motivated and concentrated. Games can be a supportive teaching tool to consolidate knowledge.
The document discusses seven key elements that promote motivation in students: building strong relationships, explaining why the content matters, giving students voice and choice, making the content relevant, making it fun, making it real, and fostering self-efficacy. It provides examples for how teachers can implement each element, such as developing caring communities, linking content to students' interests, providing academic choices, connecting lessons to students' lives, and offering manageable assignments to build confidence.
Stinkin' Badges: Why We Need 'Em and How to Use 'EmKelvin Thompson
Listen to session audio while manually viewing slides at: http://ofcoursesonline.com/?p=408. Presentation w/ Rudy McDaniel and Joseph Fanfarelli at 2014 Information Fluency Conference.
This document discusses using a game sense approach in PDHPE lessons. Game sense modifies games to suit different abilities, highlights objectives, and increases participation rather than focusing on individual skills. It links to several PDHPE outcomes related to resilience, inclusion, self-management, and interpersonal skills. The approach starts with a warm-up, initial game, then uses student reflection and modification to allow trial and error and build understanding. Benefits include building confidence, participation, problem-solving, communication, and autonomy.
This document provides an overview of training concepts and best practices for designing and delivering effective training sessions. It discusses what training is, the roles and responsibilities of trainers, adult learning theory, the training design process, and tips for facilitating dynamic sessions. The key aspects covered include conducting a needs assessment, writing learning objectives, selecting appropriate activities, facilitating participation, and closing sessions successfully.
Similar to How to Fail Your Research Degree - A Game to Enhance Research Skills (20)
As we all make the switch to online delivery, it’s important to make the online experience as accessible as possible to all of our students. Here are some tips around how you can make that delivery work for everyone.
Presentation delivered by Laura Hutton, Forth Valley College, as part of the Virtual Bridge Session series.
Watch the video at: https://www.youtube.com/watch?v=heL6z_CrsP4
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
Presentation delivered by Gillian Fielding & Josephine Kinsey, Blackboard at a SMUG Meet event on 4th March, 2022.
Gillian provides a brief overview of the Blackboard Ally platform followed by a live demo of Ally by Jo.
To join SMUG, subscribe to the mailing list at: www.jiscmail.ac.uk/smug
Watch the recording at: https://youtu.be/dcKyFeMaw7E
Presentation delivered by Drew McConnell, University of Glasgow at a SMUG Meet event on 4th March, 2022.
Drew McConnell then covers the University of Glasgow’s experience of using Ally in a live setting.
To join SMUG, subscribe to the mailing list at: www.jiscmail.ac.uk/smug
Watch the recording at: https://youtu.be/dcKyFeMaw7E
This session will pull together lessons learned for HMI work with colleges over the period of remote learning. It will examine the changes, and strong practices identified. This session will also be supported by Dumfries and Galloway College who developed a strong CPD programme reflecting the different levels of skill within the staff on use of technologies for remote learning.
Presentation delivered by Ian Beach, HMI, Education Scotland; Mandy Wallace & Angela Connelly, Dumfries & Galloway College, as part of the Virtual Bridge Session series.
Watch the video at: https://www.youtube.com/watch?v=KFxWIg45_XA
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
Presentation delivered by Brian Forsyth, Glasgow Clyde College at the CDN MIS Network Event on 28-04-21. Access the presentation recording on the CDN website: www.cdn.ac.uk
Presentation delivered by Kenny Wilson, SFC, at the CDN MIS Network Event on 28-04-21. Access the presentation recording on the CDN website: www.cdn.ac.uk
New College Lanarkshire was implementing digital ID cards to replace physical cards for its 12,000 students annually. This was to address issues with producing and distributing plastic cards at the busiest time of year, which cost over £1 per card when including materials but not staff time. The college partnered with Yoti to provide a digital ID card option through their app that students could download, reducing the need to carry a physical card. Over 2,000 students utilized the digital ID card app in the first year of implementation, delighting registration staff and being cost neutral compared to physical cards. While some students preferred a physical card, the program was considered a success and will be further trialled.
This document discusses strategies for effective hybrid delivery of lessons. It begins by outlining some challenges of the hybrid model and assumptions about remote and in-person students. It then provides approaches for designing consistent lesson plans that ensure equity of experience for all students. Tips are provided for preparing the physical space and technology setup. The document gives advice for delivery, such as connecting with students and sharing the lesson plan. Potential experiences of students and lecturers in the hybrid model are also summarized based on research. Overall, the document aims to provide guidance and best practices for implementing high-quality hybrid instruction.
Are social media platforms the new Library? YouTube, Instagram and TikTok are increasingly being used as sources of teaching and learning content. Textbooks come with barely a paragraph of terms and conditions about their use. The social media platforms, however, are accompanied by seemingly never-ending terms of service, community guidelines and privacy policies. Do you read this information, does anyone at your college? Do you understand the terms "takedown", "cease and desist"? Have you/your college ever received a "Getty letter"?
This webinar will provide an introduction to the convoluted world of copyright and social media terms and conditions. Buckle up - it could be a bumpy ride!
Presentation delivered by Alan Rae, Copyright Scotland, as part of the Virtual Bridge Session series.
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
A brief introduction to the National Cyber Security Centre, what we’re doing for colleges’ cyber security and opening a conversation about what else we should be doing. We’ll cover a number of (free!) NCSC products and guidance that can really help raise individual colleges’ and universities’ cyber resilience that you may or may not be aware of, and talk about our future plans.
Presentation delivered by Hannah H., NCSC, as part of the Virtual Bridge Session series.
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
For many managers, there is a real challenge both in managing remotely, and having confidence about the quality of remote or online delivery. Most managers have years of experience of managing campus based learning, and have had the benefit of peer and specialist support on site. However, few managers have the experience of teaching remotely, so supporting staff and recognising good delivery is a greater challenge. This session looks at adjustments to their management approach that may be helpful, and identifies some of the key characteristics of well delivered on line activity.
Presentation delivered by Dr John Laird, HMI, Education Scotland, as part of the Virtual Bridge Session series.
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
This session is aimed at lecturers and managers in the sector with a clear focus on providing evidence-based research with pointers/tips for teaching face-to-face and online. We will also be talking about the forthcoming launch of the Pedagogy Matters podcast, which will feature interviews with key practitioners across the country to support effective delivery of the curriculum, as well as plans for future professional development materials and opportunities.
Presentation delivered by Jonny Rees, College Development Network, as part of the Virtual Bridge Session series.
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
Recording available at: https://www.youtube.com/watch?v=otSVEp4YE8s
This document summarizes research on blended and digital learning. It finds that blended learning can be as effective as traditional learning, though some students may struggle more online. Research shows blended learning develops independence and skills beyond the classroom. However, teaching methods often rely more on lectures than interaction. Strong design, social connection, and teaching quality are keys to student success online. Sources offer further guidance on implementing blended models.
This session is aimed at managers with responsibility for the delivery and evaluation of online learning and teaching. As a result of the Covid-19 pandemic colleges have been forced to make an abrupt shift to remote learning, often existing in makeshift offices. Join us as we examine the challenges that this new environment presents and the lessons learned thus far from approaches developed in other UK nations and further afield.
We will share our thoughts on what leaders have learned about how to manage their institution during this difficult time and how they are addressing the challenges now and anticipating those in the future. Colleagues will be invited to join the discussion, raise questions and contribute examples from their own experience.
Presentation delivered by Ian Beach, HMI, Education Scotland, as part of the Virtual Bridge Session series.
Follow along at https://twitter.com/Virtual_Bridge and see what's coming up next at https://bit.ly/VBsessions
Recording available at: https://www.youtube.com/watch?v=kG0lCuRRX2U
Presentation delivered by Kellie Mote, accessibility specialist at Jisc, as part of a webinar in partnership with College Development Network (CDN), streamed on 20th February, 2020.
Presentation delivered by Simon Hewitt, Vice Principal (Curriculum & Attainment), Dundee & Angus College at the CDN MIS Network event on 21st November, 2019.
Presentation delivered by Jason Quinn, Assistant Principal: Planning and Infomatics, New College Lanarkshire at the CDN MIS Network event on 21st November, 2019.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
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How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
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Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
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Information and Communication Technology in EducationMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 2)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐈𝐂𝐓 𝐢𝐧 𝐞𝐝𝐮𝐜𝐚𝐭𝐢𝐨𝐧:
Students will be able to explain the role and impact of Information and Communication Technology (ICT) in education. They will understand how ICT tools, such as computers, the internet, and educational software, enhance learning and teaching processes. By exploring various ICT applications, students will recognize how these technologies facilitate access to information, improve communication, support collaboration, and enable personalized learning experiences.
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐫𝐞𝐥𝐢𝐚𝐛𝐥𝐞 𝐬𝐨𝐮𝐫𝐜𝐞𝐬 𝐨𝐧 𝐭𝐡𝐞 𝐢𝐧𝐭𝐞𝐫𝐧𝐞𝐭:
-Students will be able to discuss what constitutes reliable sources on the internet. They will learn to identify key characteristics of trustworthy information, such as credibility, accuracy, and authority. By examining different types of online sources, students will develop skills to evaluate the reliability of websites and content, ensuring they can distinguish between reputable information and misinformation.
How to Setup Default Value for a Field in Odoo 17Celine George
In Odoo, we can set a default value for a field during the creation of a record for a model. We have many methods in odoo for setting a default value to the field.
How to Fail Your Research Degree - A Game to Enhance Research Skills
1. “How to Fail Your Research Degree”
A game to enhance research skills
Daisy Abbott
D.Abbott@gsa.ac.uk
2. Academic Context
• GSA Core Research Skills programme
– Range of modules delivered to PG (taught) students
– Similar programme for PG (research) students
– Specific module: “Academic Skills for Masters
Research”
• Challenges
– Limited class size restricts access
– Lecture-based delivery
– Subject can be seen as ‘dry’
3. Rationale for a serious game
• Deep understanding of research skills
• Embed knowledge/skills into practice
• Motivation/enjoyment of research
• Winning-by-losing/learning-by-failing
• Risk-taking (in a safe environment)
• Memorable, enjoyable, high-impact
4. Game Design: Content
• Based on the curriculum for the Academic Skills for
Masters Research taught module
• Players build a fictional research project – and hope that
catastrophic events don‘t destroy it!
• Deliberately abstracted, simplified, light-hearted. Not a
simulation!
• Gameplay aimed at groups to enhance learning outcomes
(but solo play still possible)
• Inspire discussion and analysis after gameplay ends
5. Game Design: Style
• Simple rules: focussed on learning outcomes, not skill of
gameplay
• Fairly short (under 1 hour) to allow for play and discussion
within a lesson/tutorial context
• Student-centred:
– fun and light-hearted;
– memorable;
– directly relevant to students‘ situations;
– of practical use in reinforcing the learning outcomes of the
course.
• Principle of learning by failing/winning by losing
6. Game Design: Learning Outcomes
• Highlight various risks of research and suggest
their impact on projects
• Reinforce dependencies between tasks at
different stages of research
• Reinforce the interrelations of different risks
with the activities to negate or mitigate them
• Replicate the time-critical nature of short
research projects
7. Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game taught/reinforced my
knowledge of the different types of risks
that can be faced during research
8. Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped me to understand the
impact of risks on research
9. Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped me to understand how
early activities can affect later activities
10. Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game reflected the time-critical
nature of short-term research projects
11. Qualitative Evaluation: Lessons
• The interconnectedness/dependencies in
research activities.
• The importance of planning.
• The impact of both internal and external events.
• That the game would be most useful played early
in the research process/course.
– “I wish we could have done this or had it required at
the beginning of our proposals.”
• Familiarising students, novice researchers, and
those with English as an additional language with
research terminology.
12. Evaluation: Experience
Major Categories Definitions Process Questions
Attention Capturing the interest of learners;
stimulating the curiosity to learn
How can I make this learning experience
stimulating and interesting?
Relevance Meeting the personal needs/
goals of the learner to effect a
positive attitude
In what ways will this learning experience
be valuable for my students?
Confidence Helping the learners believe/ feel
that they will succeed and control
their success
How can I via instruction help the students
succeed and allow them to control their
success?
Satisfaction Reinforcing accomplishment with
rewards (internal and external)
What can I do to help the students feel
good about their experience and desire to
continue learning?
• Keller’s Attention Relevance Confidence Satisfaction
(ARCS) model
• Uses an extensive review of motivational literature to
cluster motivational concepts into four categories
ARCS Model (Keller, 2010, p.45)
13. Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game gained and sustained my
attention
14. Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game felt relevant to my situation
15. Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped to increase my
confidence about undertaking
academic research
16. Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
I found playing the game a
satisfying/rewarding experience
17. Qualitative Evaluation: Experience
• “Thoroughly enjoyed playing.”
• “This game is extremely interesting. It can
make me to understand quickly.”
• “I think this was very accurate to myself”
• “I hope my classmates do this”
18. Longitudinal Evaluation
– “I think overall the game had a positive impact on
my approach to planning my research project, as I
took a lot of it into consideration when planning
the next stages of my project.”
– “It was a good laugh at the time but now, more
than half way through the dissertation project, I
can appreciate the take home message from the
game more.”
19. Conclusions
• Succeeds emphatically in all four intended learning
objectives.
• Experience is very strongly positive in three of Keller’s four
motivational categories (attention, relevance, and
satisfaction).
– Implies increased motivation for learning and embedding
research skills into practice.
• Slightly positive results for increasing confidence.
– Negative outcomes can have very strong learning potential
– Frustration over pure luck/lack of control
• Unexpected outcome: much wider applicability than just
being used to teach Master’s students.
• Unexpected outcome: success relies heavily on tutor
guidance, interpretation, performance.
20. Future Work
• Work in progress!
– Tweak rules to increase player agency (i.e. give
more control over success)
• Future:
– Digital delivery? (Esp. pedagogical considerations,
game is deliberately analogue at present)
– Make game widely available
– Adapt or ‘skin’ game for different learning
contexts