James Gee's presentation at Conversations on Quality: A Symposium on K-12 Online Learning hosted by MIT and the Bill and Melinda Gates Foundation, January 24-25, 2012, Cambridge, MA.
Our submission for the YCN Student Awards. Five fellow Hyper Islanders and I tackled the LEGO brief. These are the final sixteen slides. Please go to bit.ly/ZRN1hZ if you want to know more about the context of the brief.
What shape is your classroom? Why? Join AgileBill Krebs and John "Pathfinder" Lester as we explore the criteria used to build your next teaching venue.
Game Over? New Approaches to Teaching Engineering CoursesJoaquim Jorge
Keynote Presentation at SIGGRAPH Asia Symposium on Education
Kobe, Japan November 1st 2015
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discussed our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types.
I described the different student types, according to behavior and explained how gamification can provide for smarter learning by catering to students with different profiles.
How is technology changing teaching and learning? What place does gaming have in building skills that are critical for today’s workplaces – and tomorrow’s? In this webinar, Associate Professors Beaumie Kim and Pratim Sengupta from UCalgary’s Werklund School of Education examine these topics and discuss how educators are using technology and gaming to engage students and deepen their learning.
Watch the webinar recording: http://explore.ucalgary.ca/technology-and-gaming-education
Our submission for the YCN Student Awards. Five fellow Hyper Islanders and I tackled the LEGO brief. These are the final sixteen slides. Please go to bit.ly/ZRN1hZ if you want to know more about the context of the brief.
What shape is your classroom? Why? Join AgileBill Krebs and John "Pathfinder" Lester as we explore the criteria used to build your next teaching venue.
Game Over? New Approaches to Teaching Engineering CoursesJoaquim Jorge
Keynote Presentation at SIGGRAPH Asia Symposium on Education
Kobe, Japan November 1st 2015
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discussed our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types.
I described the different student types, according to behavior and explained how gamification can provide for smarter learning by catering to students with different profiles.
How is technology changing teaching and learning? What place does gaming have in building skills that are critical for today’s workplaces – and tomorrow’s? In this webinar, Associate Professors Beaumie Kim and Pratim Sengupta from UCalgary’s Werklund School of Education examine these topics and discuss how educators are using technology and gaming to engage students and deepen their learning.
Watch the webinar recording: http://explore.ucalgary.ca/technology-and-gaming-education
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
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.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Seri...SeriousGamesAssoc
Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference
ABSTRACT:
I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".
This is my presentation from our EARCOS Weekend Workshop "Transforming Learning with the iPad" at Shekou International School in Shenzhen, China.
http://elearning.sis.org.cn/transformipad/
As educators, we are constantly assessing our students’ understanding of their learning to inform instruction and evaluation. When we can see and hear how they are processing and making meaning of concepts and skills, we can provide more targeted instruction and support for their success. In this session we will explore ways teachers and students can use iPads to demonstrate and document thinking and learning.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
International Journal of Engineering Research and Applications (IJERA) aims to cover the latest outstanding developments in the field of all Engineering Technologies & science.
International Journal of Engineering Research and Applications (IJERA) is a team of researchers not publication services or private publications running the journals for monetary benefits, we are association of scientists and academia who focus only on supporting authors who want to publish their work. The articles published in our journal can be accessed online, all the articles will be archived for real time access.
Our journal system primarily aims to bring out the research talent and the works done by sciaentists, academia, engineers, practitioners, scholars, post graduate students of engineering and science. This journal aims to cover the scientific research in a broader sense and not publishing a niche area of research facilitating researchers from various verticals to publish their papers. It is also aimed to provide a platform for the researchers to publish in a shorter of time, enabling them to continue further All articles published are freely available to scientific researchers in the Government agencies,educators and the general public. We are taking serious efforts to promote our journal across the globe in various ways, we are sure that our journal will act as a scientific platform for all researchers to publish their works online.
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The Next Generation Learning Challenge has provided a call to action for those involved in Open Educational Resources to meet the needs of the US education system. One of the challenges is to deploy open core courseware to address the retention and completion issues in community colleges. In the Open Learning: Bridge to Success (B2S) initiative The Open University working in partnership with MIT, Anne Arundel Community College (AACC) and University of Maryland University College (UMUC) will develop open bridging modules to help learners having problems in coping with credit bearing courses. Modules focussed on learning to learn and understanding mathematics will be released as complete open educational resource packages from The Open University's existing successful programme of entry-level (pre-degree) "Openings" modules. The Open University has an established open presence through its OpenLearn open content site which offers a wide range of units, and the courses will be developed in the open to benefit not only students in the partner institutions but any learners who wish to use them.
The project will run its first pilots with Community College students from September and this presentation focuses on the early phase of the project including: release of the initial materials, augmentation with other OER, design of the research methodology and early lessons from working together as partners. Already working in the open is changing how we think about the provision of content and the instruction of practical experiences alongside meeting curriculum needs. We anticipate presenting the design requirements and how they have been met through open provision, reflections from those involved in the projects, the first feedback from students at the pilot colleges, and the indications from the additional users in the open.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
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.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Seri...SeriousGamesAssoc
Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference
ABSTRACT:
I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".
This is my presentation from our EARCOS Weekend Workshop "Transforming Learning with the iPad" at Shekou International School in Shenzhen, China.
http://elearning.sis.org.cn/transformipad/
As educators, we are constantly assessing our students’ understanding of their learning to inform instruction and evaluation. When we can see and hear how they are processing and making meaning of concepts and skills, we can provide more targeted instruction and support for their success. In this session we will explore ways teachers and students can use iPads to demonstrate and document thinking and learning.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
In games we are always chasing our better selves. We are natural learners. But to unfold this skill we need to consider a few conditions. This is about Gamification in education.
International Journal of Engineering Research and Applications (IJERA) aims to cover the latest outstanding developments in the field of all Engineering Technologies & science.
International Journal of Engineering Research and Applications (IJERA) is a team of researchers not publication services or private publications running the journals for monetary benefits, we are association of scientists and academia who focus only on supporting authors who want to publish their work. The articles published in our journal can be accessed online, all the articles will be archived for real time access.
Our journal system primarily aims to bring out the research talent and the works done by sciaentists, academia, engineers, practitioners, scholars, post graduate students of engineering and science. This journal aims to cover the scientific research in a broader sense and not publishing a niche area of research facilitating researchers from various verticals to publish their papers. It is also aimed to provide a platform for the researchers to publish in a shorter of time, enabling them to continue further All articles published are freely available to scientific researchers in the Government agencies,educators and the general public. We are taking serious efforts to promote our journal across the globe in various ways, we are sure that our journal will act as a scientific platform for all researchers to publish their works online.
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The Next Generation Learning Challenge has provided a call to action for those involved in Open Educational Resources to meet the needs of the US education system. One of the challenges is to deploy open core courseware to address the retention and completion issues in community colleges. In the Open Learning: Bridge to Success (B2S) initiative The Open University working in partnership with MIT, Anne Arundel Community College (AACC) and University of Maryland University College (UMUC) will develop open bridging modules to help learners having problems in coping with credit bearing courses. Modules focussed on learning to learn and understanding mathematics will be released as complete open educational resource packages from The Open University's existing successful programme of entry-level (pre-degree) "Openings" modules. The Open University has an established open presence through its OpenLearn open content site which offers a wide range of units, and the courses will be developed in the open to benefit not only students in the partner institutions but any learners who wish to use them.
The project will run its first pilots with Community College students from September and this presentation focuses on the early phase of the project including: release of the initial materials, augmentation with other OER, design of the research methodology and early lessons from working together as partners. Already working in the open is changing how we think about the provision of content and the instruction of practical experiences alongside meeting curriculum needs. We anticipate presenting the design requirements and how they have been met through open provision, reflections from those involved in the projects, the first feedback from students at the pilot colleges, and the indications from the additional users in the open.
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1. Quality Courseware through
Interactive Gaming
James Gee
Arizona State University
Unless otherwise specified, this work is licensed under a Creative Commons Attribution 3.0 United States License.
Cite as: Gee, J. (2012, January). Quality courseware through interactive gaming. Presentation at
Conversations on quality: a symposium on k-12 online learning, Cambridge, MA.
2. And no one puts new wine into old wineskins. For the wine
would burst the wineskins, and the wine and the skins would
both be lost. New wine calls for new wineskins.
3.
4. The portals create a visual and physical connection
between two different locations in 3D space. Portal
ends are restricted to planar surfaces, but if the portal
ends are on nonparallel planes, bizarre twists in
geometry and gravity can occur as the player
character is immediately reoriented to be upright with
respect to gravity after leaving a portal end. An
important aspect of the game's physics is "momentum
redirection". Objects retain the magnitude of their
momentum as they pass through the portals but in a
direction relative to the surface the exit portal is on.
This allows the player character to launch objects, or
even herself, over great distances, both vertically and
horizontally, a maneuver referred to as "flinging" by
Valve.
[http://en.wikipedia.org/wiki/Portal_(video_game)—
11/22/07]
5.
6. Sims 2: Nickel and Dimed Challenge
This challenge was inspired by, and is
named for, the book Nickel and Dimed by
Barbara Ehrenreich (which has nothing
whatsoever to do with Sims, but is
nevertheless highly recommended). The
idea is to mimic, as closely as possible, the
life of an unskilled single mother trying to
make ends meet for herself and her kids.
7.
8. Dane2010, I've thought about this same subject
many times. You're absolutely correct. Since the
depiction of the protein is a graphical representation
of three-dimensional space, it is easy to understand
the relationship of distance to force. Since the
effects of the push/pull of one atom on another are
invisible, it is much more difficult to depict or
understand.
I wonder if Fold.it, redesigned as a Wii type game
might allow us to push/pull and 'feel' our way to
better solutions?
Cite as: Gee, J. (2012, January). Quality Courseware through Interactive Gaming. Presentation at Conversations on quality: a symposium on k-12 online learning, Cambridge, MA.Unless otherwise specified, this work is licensed under a Creative Commons Attribution 3.0 United States License.