The document outlines Jennifer Groff's framework for designing games for learning. It includes three sections: I) identifying the important concepts or standards for students to learn, II) how instruction will be delivered through game dynamics, and III) instruments and procedures to assess student learning. Other diagrams show how learning goals are connected to pedagogy, evidence, and claims. Standards are mapped across grades 1-12. The framework is intended to help design games that accurately measure student learning through embedded assessments.
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.
2012년 11월 10일 한국게임학회 추계학술대회에서 발표한 내용입니다. 슬라이드에 포함된 동영상과 자료는 http://goo.gl/nuVwt 에 정리해놨으니 참고하시면 됩니다. 페이스북 그룹 https://www.facebook.com/groups/gamification.kr 에 오시면 게이미피케이션 관련 다양한 의견을 나눌수 있습니다.
This presentation was done at VWBPE 2011
It is part of the doctoral thesis research of Sabine Emad at the University of Lausanne.
Sabine Emad is professor of marketing at the University of Applied Sciences in Geneva - Switzerland.
These are slides to support Jason Neiffer's "OmniPresence: Use Your Internet Toolbox to Create Teacher Presence in Online Classes," at Northwest Council for Computer Education in Seattle, Washington, March 2012
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Confidence Level Explicitation in collaborative SGmusart
Presentation of the paper by Mireia Usart, Margarida Romero and Esteve Almirall included in the SGDA 2011 Lisbon conference on Serious Games proceedings.
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
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.
2012년 11월 10일 한국게임학회 추계학술대회에서 발표한 내용입니다. 슬라이드에 포함된 동영상과 자료는 http://goo.gl/nuVwt 에 정리해놨으니 참고하시면 됩니다. 페이스북 그룹 https://www.facebook.com/groups/gamification.kr 에 오시면 게이미피케이션 관련 다양한 의견을 나눌수 있습니다.
This presentation was done at VWBPE 2011
It is part of the doctoral thesis research of Sabine Emad at the University of Lausanne.
Sabine Emad is professor of marketing at the University of Applied Sciences in Geneva - Switzerland.
These are slides to support Jason Neiffer's "OmniPresence: Use Your Internet Toolbox to Create Teacher Presence in Online Classes," at Northwest Council for Computer Education in Seattle, Washington, March 2012
My first conference workshop, which I chose to run on gamification and maker ed.
In the first part of the presentation, I discussed how I incorporate game mechanics into my classroom routine using a couple of key digital platforms. I reflected on the achievements and obstacles encountered in gamifying units across the past three years and the effect this has had on student engagement and overall achievement.
I finished on a brief reflection on my efforts to build maker centred projects into the 'Game' as part of the Harvard Project Zero course; 'Thinking and Learning in the Maker-Centered Classroom'.
Confidence Level Explicitation in collaborative SGmusart
Presentation of the paper by Mireia Usart, Margarida Romero and Esteve Almirall included in the SGDA 2011 Lisbon conference on Serious Games proceedings.
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
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!
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.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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
5. Designing for Learning
I. II. III. IV. V. VI. VII. VIII. IX.
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Jennifer Groff 2012