This document describes a classroom experiment that aims to increase student engagement with news by turning it into a game. In initial iterations, students who participated in the news game showed significant gains in both current events knowledge (+15-86%) and civics knowledge (+37-83%) compared to control groups. The experiment seeks to expand to local high schools and involve journalists in making news consumption a more social and fun experience for students.
This document describes a classroom experiment that aims to increase student engagement with news by turning it into a game. In initial iterations, students who participated in the news game showed significant gains in both current events knowledge (+15-86%) and civics knowledge (+37-83%) compared to control groups. The experiment seeks to expand to local high schools and involve journalists in making news consumption a more social and fun experience for students.
Some gluten free coupons you may not be aware of slideshowEminentdom
This document provides information on various sources for gluten free coupons and samples that may not be widely known. It lists websites for Glutino, UDIS, Gfreeconnect, and Rudis Bakery that offer free coupons for gluten free products through online forms. Additionally, it notes that Katz Gluten Free has inexpensive sample packs and the University of Chicago Celiac Disease Center offers a free care package containing gluten free materials and samples to those newly diagnosed within the past 12 months. The document encourages visiting GlutenFreeCoupons.org for more information on coupon sources.
Jake Batsell is a visiting research fellow and assistant professor who studied how news organizations are trying to build loyalty with audiences. He found they are doing this in five main ways: 1) face-to-face engagement; 2) treating news as a conversation; 3) serving passionate niche audiences; 4) allowing audiences to search, explore and play with content; and 5) measuring and monetizing the audience relationship. Batsell's findings will be published in a book called "Engaged Journalism" in February 2015.
The document discusses the effectiveness of combining a main product and ancillary texts for a film project called Rapture. It summarizes that the same font was used for the title of the poster and teaser trailer. The slogan "how much can you take" was chosen to represent the main character struggling with drugs. The film features three college students dealing with the pain of drugs, and appropriate editing was used to portray the effects of drugs, such as strobe lighting. The main poster depicts a love triangle. The film is described as a psychological drama about emotions and the effects of drugs, targeted towards teenagers.
The Public Insight Network (PIN) Bureau at the Walter Cronkite School of Journalism connects journalists to over 220,000 knowledgeable sources to find unexpected stories, broaden sources, personalize stories, and build audience relationships. Students in the PIN Bureau learn how to engage audiences, ask thoughtful questions of sources, communicate with journalists, understand different reporting approaches, and manage workflow as they help launch the startup bureau. Recent examples show sources provided by the PIN Bureau included bankers, small business owners, and people affected by gun violence and the Columbine shooting.
Slavery started in the colonies because colonists needed cheap labor to quickly grow the economy by exporting goods. Slaves were brought over on ships, where they were kept in poor conditions on the lower decks, and many died from lack of food. Slaves faced difficult working conditions and punishments, and had little control over their lives, being separated from families and named by owners.
This document describes a classroom experiment that aims to increase student engagement with news by turning it into a game. In initial iterations, students who participated in the news game showed significant gains in both current events knowledge (+15-86%) and civics knowledge (+37-83%) compared to control groups. The experiment seeks to expand to local high schools and involve journalists in making news consumption a more social and fun experience for students.
Some gluten free coupons you may not be aware of slideshowEminentdom
This document provides information on various sources for gluten free coupons and samples that may not be widely known. It lists websites for Glutino, UDIS, Gfreeconnect, and Rudis Bakery that offer free coupons for gluten free products through online forms. Additionally, it notes that Katz Gluten Free has inexpensive sample packs and the University of Chicago Celiac Disease Center offers a free care package containing gluten free materials and samples to those newly diagnosed within the past 12 months. The document encourages visiting GlutenFreeCoupons.org for more information on coupon sources.
Jake Batsell is a visiting research fellow and assistant professor who studied how news organizations are trying to build loyalty with audiences. He found they are doing this in five main ways: 1) face-to-face engagement; 2) treating news as a conversation; 3) serving passionate niche audiences; 4) allowing audiences to search, explore and play with content; and 5) measuring and monetizing the audience relationship. Batsell's findings will be published in a book called "Engaged Journalism" in February 2015.
The document discusses the effectiveness of combining a main product and ancillary texts for a film project called Rapture. It summarizes that the same font was used for the title of the poster and teaser trailer. The slogan "how much can you take" was chosen to represent the main character struggling with drugs. The film features three college students dealing with the pain of drugs, and appropriate editing was used to portray the effects of drugs, such as strobe lighting. The main poster depicts a love triangle. The film is described as a psychological drama about emotions and the effects of drugs, targeted towards teenagers.
The Public Insight Network (PIN) Bureau at the Walter Cronkite School of Journalism connects journalists to over 220,000 knowledgeable sources to find unexpected stories, broaden sources, personalize stories, and build audience relationships. Students in the PIN Bureau learn how to engage audiences, ask thoughtful questions of sources, communicate with journalists, understand different reporting approaches, and manage workflow as they help launch the startup bureau. Recent examples show sources provided by the PIN Bureau included bankers, small business owners, and people affected by gun violence and the Columbine shooting.
Slavery started in the colonies because colonists needed cheap labor to quickly grow the economy by exporting goods. Slaves were brought over on ships, where they were kept in poor conditions on the lower decks, and many died from lack of food. Slaves faced difficult working conditions and punishments, and had little control over their lives, being separated from families and named by owners.
Six Sources of Gluten You Probably Did Not KnowEminentdom
The document discusses the results of a study on the impact of climate change on wheat production. Researchers found that higher temperatures and changing precipitation patterns will significantly reduce wheat yields across major wheat-producing regions by 2050. The study concludes that efforts must be made to develop wheat varieties that can tolerate hotter and drier conditions to ensure future global food security as the climate continues to warm.
Kurikulum berbasis kompetensi dalam pelajaran matematikaazizahsh
Dokumen tersebut membahas tentang kurikulum berbasis kompetensi dalam pelajaran matematika. Terdapat penjelasan mengenai pengertian kompetensi dan kurikulum berbasis kompetensi, komponen-komponen yang terdapat dalam kurikulum berbasis kompetensi, ciri-ciri kurikulum berbasis kompetensi, aspek material dan formal dari kompetensi, metode pembelajaran yang sesuai dengan kurikulum berbasis kompetensi, s
Group dynamics and cohesion are important factors for sports teams. There are typically four stages of group development - forming, storming, norming, and performing. A group's actual productivity is based on its potential productivity minus losses from faulty processes like coordination problems and social loafing. Individual effort tends to decrease as group size increases (Ringelmann effect). Developing strong cohesion where members share goals and roles helps maximize a team's performance. Personality, motivation, arousal, anxiety, and stress also influence individual and team dynamics.
The document discusses how games can support learning. It explains that games incorporate many elements that align with learning theories, such as engaging students and allowing them to apply new knowledge. It also provides examples of how specific popular games incorporate elements like levels, tutorials, and feedback that help teach players based on theories such as Gagne's nine events of instruction. Finally, it discusses how games are being used for serious purposes in areas like health, science, and training.
This document provides an overview of sociology as a subject. It describes sociology as the study of people in society and their social interactions and relationships. It notes some benefits of studying sociology, such as enhancing communication skills and gaining a better understanding of the world. The document also discusses what sociology is and is not, who might enjoy studying it, and some good and bad points about the subject. Students are given tasks to discuss images related to sociology and describe their perfect utopia.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
This document discusses the use of gamification in education and workplaces. It provides examples of how games and game mechanics can be used to train employees and students. Some key points made include:
- Studies have shown video games can improve skills like decision making, vision, and hand-eye coordination. Surgeons who play video games may make fewer mistakes.
- Companies like IBM, Microsoft, and Google use games to train employees and make them more productive.
- Gamification aims to make non-game applications more fun and engaging by applying game mechanics and styles.
- More than 50% of companies are expected to adopt gamification techniques by 2015.
- Examples of educational games and apps discussed that use gamification
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
The document discusses how games can support learning and why they are a natural fit. It summarizes that games incorporate many elements of instructional design theories even if not intentionally. It also discusses how serious games are being used in fields like science, health, and training.
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
Keynote for Games for Change 2013
The world of educational games is changing, and we cannot understand it without understanding the psychology of education.
GAMBIT is a game research laboratory at MIT that collaborates with the Singapore government. Through this collaboration, GAMBIT trains Singaporean and MIT students to make games. GAMBIT also conducts design research, player studies, game criticism, theorizing, and studies industry best practices. The lab makes serious games and supports serious game development through research on the effects of play and ontological game theories. However, the document argues that more focus should be placed on studying the player experience of games.
The document discusses strategies for increasing user engagement and retention through seductive design. It provides examples of how music application iLike used feedback loops, challenges, and social proof to increase user interaction. It also discusses how delivering unexpected value like games helped motivate continued use. The document advocates designing for human psychology by leveraging curiosity, control, and novelty to remove friction and increase motivation for using a product or service.
Six Sources of Gluten You Probably Did Not KnowEminentdom
The document discusses the results of a study on the impact of climate change on wheat production. Researchers found that higher temperatures and changing precipitation patterns will significantly reduce wheat yields across major wheat-producing regions by 2050. The study concludes that efforts must be made to develop wheat varieties that can tolerate hotter and drier conditions to ensure future global food security as the climate continues to warm.
Kurikulum berbasis kompetensi dalam pelajaran matematikaazizahsh
Dokumen tersebut membahas tentang kurikulum berbasis kompetensi dalam pelajaran matematika. Terdapat penjelasan mengenai pengertian kompetensi dan kurikulum berbasis kompetensi, komponen-komponen yang terdapat dalam kurikulum berbasis kompetensi, ciri-ciri kurikulum berbasis kompetensi, aspek material dan formal dari kompetensi, metode pembelajaran yang sesuai dengan kurikulum berbasis kompetensi, s
Group dynamics and cohesion are important factors for sports teams. There are typically four stages of group development - forming, storming, norming, and performing. A group's actual productivity is based on its potential productivity minus losses from faulty processes like coordination problems and social loafing. Individual effort tends to decrease as group size increases (Ringelmann effect). Developing strong cohesion where members share goals and roles helps maximize a team's performance. Personality, motivation, arousal, anxiety, and stress also influence individual and team dynamics.
The document discusses how games can support learning. It explains that games incorporate many elements that align with learning theories, such as engaging students and allowing them to apply new knowledge. It also provides examples of how specific popular games incorporate elements like levels, tutorials, and feedback that help teach players based on theories such as Gagne's nine events of instruction. Finally, it discusses how games are being used for serious purposes in areas like health, science, and training.
This document provides an overview of sociology as a subject. It describes sociology as the study of people in society and their social interactions and relationships. It notes some benefits of studying sociology, such as enhancing communication skills and gaining a better understanding of the world. The document also discusses what sociology is and is not, who might enjoy studying it, and some good and bad points about the subject. Students are given tasks to discuss images related to sociology and describe their perfect utopia.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
This document discusses the use of gamification in education and workplaces. It provides examples of how games and game mechanics can be used to train employees and students. Some key points made include:
- Studies have shown video games can improve skills like decision making, vision, and hand-eye coordination. Surgeons who play video games may make fewer mistakes.
- Companies like IBM, Microsoft, and Google use games to train employees and make them more productive.
- Gamification aims to make non-game applications more fun and engaging by applying game mechanics and styles.
- More than 50% of companies are expected to adopt gamification techniques by 2015.
- Examples of educational games and apps discussed that use gamification
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
The document discusses how games can support learning and why they are a natural fit. It summarizes that games incorporate many elements of instructional design theories even if not intentionally. It also discusses how serious games are being used in fields like science, health, and training.
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
Keynote for Games for Change 2013
The world of educational games is changing, and we cannot understand it without understanding the psychology of education.
GAMBIT is a game research laboratory at MIT that collaborates with the Singapore government. Through this collaboration, GAMBIT trains Singaporean and MIT students to make games. GAMBIT also conducts design research, player studies, game criticism, theorizing, and studies industry best practices. The lab makes serious games and supports serious game development through research on the effects of play and ontological game theories. However, the document argues that more focus should be placed on studying the player experience of games.
The document discusses strategies for increasing user engagement and retention through seductive design. It provides examples of how music application iLike used feedback loops, challenges, and social proof to increase user interaction. It also discusses how delivering unexpected value like games helped motivate continued use. The document advocates designing for human psychology by leveraging curiosity, control, and novelty to remove friction and increase motivation for using a product or service.
This document summarizes Barb Light's experience attending a conference on teaching and learning where she learned about gamification. She enjoyed many sessions at the conference and found the session on gamification particularly impactful, changing her teaching the most. Since then, she has tried to completely gamify her first year seminar course and has incorporated some gamified lessons in other courses. In the document, she provides examples of gamified activities she does with her students, like team pictionary and code breaking games. She discusses how gamification can be used to promote desired student behaviors and shares ideas for other ways instructors can incorporate gaming elements into their teaching.
This document discusses using math games to motivate students. It begins by introducing the concept of digital natives and millennial learners, noting their characteristics like being active, multitasking, and preferring collaborative and hands-on learning. It then discusses how games appeal to how the brain is wired to learn, through patterns, emotion, collaboration and problem solving. Specific math games are presented that incorporate these concepts, along with challenges teachers may face in implementing games. Overall the document argues games can better teach students using theories embedded in video games compared to traditional classrooms.
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict...Horizons RG
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict Migration from Social Networking Gaming to Internet Gambling
Session 3A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
JTEL2012 emotion and games in technology-enhanced learning
Kaufhold news engagement
1. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
2. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
3. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Newspaper advertising down 50% since 2007
(ASNE, 2013)
• Staffs down 31%; 17,000 newspaper jobs lost
4. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Newspaper advertising down 50% since 2007
(ASNE, 2013)
• Staffs down 31%; 17,000 newspaper jobs lost
• TV news viewership down 55% since 1980
(Pew, 2013)
5. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Newspaper advertising down 50% since 2007
(ASNE, 2013)
• Staffs down 31%; 17,000 newspaper jobs lost
• TV news viewership down 55% since 1980
(Pew, 2013)
• Average age of a CBS or CNN news viewer?
6. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Newspaper advertising down 50% since 2007
(ASNE, 2013)
• Staffs down 31%; 17,000 newspaper jobs lost
• TV news viewership down 55% since 1980
(Pew, 2013)
• Average age of a CBS or CNN news viewer?
62.3…and rising
7. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
8. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
9. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
10. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• News consumption
11. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• News consumption
• Military service
• Fraternal membership
• Voting rates
• Community investment
• Union membership
• School volunteering
• Reported health/happiness
12. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• News consumption
• Military service
• Fraternal membership
• Voting rates
• Community investment
• Union membership
• School volunteering
• Reported health/happiness
• Suicide
• Divorce
13. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, what would you rather do?
14. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, what would you rather do?
15. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, what would you rather do?
16. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, why not turn news into a game?
17. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, why not turn news into a game?
18. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• So, why not turn news into a game?
19. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• News game, control & experimental groups
• Previous week’s news; 2 local sources; no sports
• 2 ways to earn points:
-Student does know a news story;
-Experimenter doesn’t know a news story
• Pre- and post-tests measured 2 areas:
-Current events knowledge
-Civics knowledge
20. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• First iteration: Spring 2010
8 classes; 200 students (exp n=113); 6 visits
-Current events knowledge +15%
-Civics knowledge +37%
21. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• First iteration: Spring 2010
8 classes; 200 students (exp n=113); 6 visits
-Current events knowledge +15% (few students)
-Civics knowledge +37%
22. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• First iteration: Spring 2010
8 classes; 200 students (exp n=113); 6 visits
-Current events knowledge +15%
-Civics knowledge +37%
• Second iteration: Summer 2012
2 classes; 94 (exp n=56); 18 visits (every day)
-Current events knowledge +86%
-Civics knowledge +83%
23. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Next: Expand it to high school
2 social studies classes, approx. 30 students
each
-Lubbock High School (STEM magnet)
-Coronado High School (more diverse)
24. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Next: Expand it to high school
2 social studies classes, approx. 30 students
each
-Lubbock High School (STEM magnet)
-Coronado High School (more diverse)
• Texas Tech IRB approved
• Lubbock School District research chair approved
• Two H.S. principles approved & ID’d teachers
• Lubbock Avalanche-Journal provided papers
• …teachers never responded
25. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Next: Expand it to high school
-Identified a likely teacher in Austin
-Will continue to pursue Lubbock teachers
• Hosted TAB conference; many news directors
• Plan to engage journalists & journalism faculty
to make numerous classroom visits and
host student tours in news facilities
26. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
• Next: Expand it to high school
-Identified a likely teacher in Austin
-Will continue to pursue Lubbock teachers
• Hosted TAB conference; many news directors
• Plan to engage journalists & journalism faculty
to make numerous classroom visits and
host student tours in news facilities
• Include recent graduates, now working in news
27. “Gaming” the system: A classroom experiment
to (try to) make news use fun…and social!
Thanks!
Kelly Kaufhold, Ph.D.
Texas Tech University
(512) 944-7256 (c)
kelly.kaufhold@ttu.edu