The document discusses designing learning experiences for games. It explains that the design process involves identifying the constructs or concepts students should learn, defining learning goals or standards, connecting game dynamics to learning claims and evidence of learning, and determining assessment instruments and procedures. The document provides templates for mapping these design elements, including a learning genome map that charts learning goals against claims, evidence, and pedagogical approaches.
Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary S...Rosella Gennari
Co-design is an ideal approach to design with users. It allows designers to create products, such as games, with their intended users and in their natural environment, e.g., children and their teachers in their school. Nowadays school contexts, however, pose their own requirements to co-design, which can affect its success. For instance, school contexts tend to be associated to boring rote by learners, who are used to interactive digital games. Gamification can then help in creating a positive engaging experience for school classes that co-design, as games do. This paper takes up such a view: it gamifies co-design contexts in order to positively engage school classes. To this end it presents two studies with gamified co-design in primary schools: heterogeneous teams co-designed prototypes by resolving missions as in a game, in the first short-term study; they did it in an even more gamified context, in the second long-term study. Results of both studies are encouraging for the approach. The paper also advances basic guidelines for tangibly gamifying co-design at school, grounded in the studies and literature.
Blog entry with links here: http://www.reachcap.com/blog/post/2016-edtech-outlook
It’s hard to believe it’s been three years since we published our first ReimaginED report. When we first drafted ReimaginED, we set out to expose systemic challenges in our nation’s K-12 education system and to highlight some of the innovative solutions edtech entrepreneurs were developing to address these challenges. In last year’s report, we showcased ways technology could help our school system become an escalator to opportunity for all.
A lot has changed in three years, including our spinout from NewSchools to Reach Capital. Edtech investment has hit an all time high with a variety of new funders entering the space. As the market begins to mature, global edtech brands are emerging with solutions that are improving educational outcomes and serving millions of students, teachers, and families.
Even with these changes, however, a lot remains the same. The escalator to social mobility remains broken with unequal access to quality education. Meeting individual student needs is still a challenge and grows more pressing as children in US public schools are more diverse than ever. Moreover, our education system is not designed to prepare children for the demands of today's knowledge economy. We're still stuck in a system that is largely manufacturing-based, which falls short on important skills such as coding, creativity, and synthesis. All these challenges and more have led to increasing demands on teachers as both their role and their responsibilities evolve, with little to no support in the transition.
This year’s publication, rebranded as “Reach Capital’s 2016 Edtech Outlook”, touches on these persisting challenges, while also highlighting key drivers that make us optimistic about the potential of technology to improve access and opportunity for kids. This year, our publication is not a roundup of everything in K-12 edtech, but rather our perspective on the challenges,opportunities and promising solutions in the space that we find most compelling. If you're looking for a full report on the state of K-12 edtech, our friends at Edsurge in partnership with AT&T Aspire have recently published a state of edtech report and we encourage you to check it out.
Given our unique vantage point, we also provide a peek “around the corner” into emerging solutions that align with our mission. We continue to see a need for more innovations in critical areas like English Language Learner instruction and Social Emotional Learning. We look forward to finding and supporting talented, mission-driven entrepreneurs innovating in these and other areas that will improve access and opportunity for kids.
Thank you to co-authors Chian Gong, Aditya Kaddu, and Jennifer Wu as well as the entire Reach team for their guidance and feedback.
Buffer's Top 10 Learnings Growing to $10 Million ARRBuffer
Buffer's Co-founder, Leo Widrich, shares his top 10 learnings from five and a half years of growth at Buffer on the road to $10 annual recurring revenue (ARR).
A summary of recent innovations in radiation oncology focussing on the priniciples of different techniques and their application. An overview of clinical results has also been given
Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary S...Rosella Gennari
Co-design is an ideal approach to design with users. It allows designers to create products, such as games, with their intended users and in their natural environment, e.g., children and their teachers in their school. Nowadays school contexts, however, pose their own requirements to co-design, which can affect its success. For instance, school contexts tend to be associated to boring rote by learners, who are used to interactive digital games. Gamification can then help in creating a positive engaging experience for school classes that co-design, as games do. This paper takes up such a view: it gamifies co-design contexts in order to positively engage school classes. To this end it presents two studies with gamified co-design in primary schools: heterogeneous teams co-designed prototypes by resolving missions as in a game, in the first short-term study; they did it in an even more gamified context, in the second long-term study. Results of both studies are encouraging for the approach. The paper also advances basic guidelines for tangibly gamifying co-design at school, grounded in the studies and literature.
Blog entry with links here: http://www.reachcap.com/blog/post/2016-edtech-outlook
It’s hard to believe it’s been three years since we published our first ReimaginED report. When we first drafted ReimaginED, we set out to expose systemic challenges in our nation’s K-12 education system and to highlight some of the innovative solutions edtech entrepreneurs were developing to address these challenges. In last year’s report, we showcased ways technology could help our school system become an escalator to opportunity for all.
A lot has changed in three years, including our spinout from NewSchools to Reach Capital. Edtech investment has hit an all time high with a variety of new funders entering the space. As the market begins to mature, global edtech brands are emerging with solutions that are improving educational outcomes and serving millions of students, teachers, and families.
Even with these changes, however, a lot remains the same. The escalator to social mobility remains broken with unequal access to quality education. Meeting individual student needs is still a challenge and grows more pressing as children in US public schools are more diverse than ever. Moreover, our education system is not designed to prepare children for the demands of today's knowledge economy. We're still stuck in a system that is largely manufacturing-based, which falls short on important skills such as coding, creativity, and synthesis. All these challenges and more have led to increasing demands on teachers as both their role and their responsibilities evolve, with little to no support in the transition.
This year’s publication, rebranded as “Reach Capital’s 2016 Edtech Outlook”, touches on these persisting challenges, while also highlighting key drivers that make us optimistic about the potential of technology to improve access and opportunity for kids. This year, our publication is not a roundup of everything in K-12 edtech, but rather our perspective on the challenges,opportunities and promising solutions in the space that we find most compelling. If you're looking for a full report on the state of K-12 edtech, our friends at Edsurge in partnership with AT&T Aspire have recently published a state of edtech report and we encourage you to check it out.
Given our unique vantage point, we also provide a peek “around the corner” into emerging solutions that align with our mission. We continue to see a need for more innovations in critical areas like English Language Learner instruction and Social Emotional Learning. We look forward to finding and supporting talented, mission-driven entrepreneurs innovating in these and other areas that will improve access and opportunity for kids.
Thank you to co-authors Chian Gong, Aditya Kaddu, and Jennifer Wu as well as the entire Reach team for their guidance and feedback.
Buffer's Top 10 Learnings Growing to $10 Million ARRBuffer
Buffer's Co-founder, Leo Widrich, shares his top 10 learnings from five and a half years of growth at Buffer on the road to $10 annual recurring revenue (ARR).
A summary of recent innovations in radiation oncology focussing on the priniciples of different techniques and their application. An overview of clinical results has also been given
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
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
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
2. Learning Metadata
Game Title:
I. The Learning II. The Instruction III. The Assessment
What is important for students to learn? How will the instruction be delivered? What are the instruments and procedures
that provide accurate information about
how well students are learning?
Identify the Construct Define the Claims Connect the Game Dynamics Evidence Tasks
concept, theme, or (Standard) Connect these with these claims Define the evidence TBD
scientific practice that is produced in the
game for each claim
Jennifer Groff 2012
3. Learning Metadata
Game Title:
I. The Learning II. The Instruction III. The Assessment
What is important for students to learn? How will the instruction be delivered? What are the instruments and procedures
that provide accurate information about
how well students are learning?
Identify the Construct Define the Claims Connect the Game Dynamics Evidence Tasks
concept, theme, or (Standard) Connect these with these claims Define the evidence TBD
scientific practice that is produced in the
game for each claim
Jennifer Groff 2012
7. Designing for Learning
I. II. III. IV. V. VI. VII. VIII. IX.
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Jennifer Groff 2012