Difference Between Search & Browse Methods in Odoo 17
CONCEPTUAL MAP
1. Dispelling from
Determinated by
Are
Coming together
Bring about
MYTHS OF GAMIFICATION
Games are just
for play. There is
no challenge or
educational rigor
If I give them a
badge or points,
my class will be
gamified
It’s easy for you.
It won’t work for
me because I
teach
___________
(Fill in the Black)
You need to be a
gamer to gamify
your class
Students should
want to learn; I
shouldn’t have to
dress it up!
Gamification is
just playing
games
Girls don’t game My classroom
doesn’t have
enough
technology to
make this work
Games in the
classroom are
too much about
competition
Relationship
between Rigor
and Flow
3C
Content
Choice
Challenge
Curriculum
andstandards
Open-ended
gameModel
Unknown
turns
Motivational
Complexity
Increase content
acquisition
Such as
Many elements
that do exciting
rewards
Can be
Considering
Engaging setting
or Purpose
Provide importance to
Related to
Social
Interaction
Micro-goals
Risk and
challenges
according to
the choices
It’s not as much
the content as it
is about
engaging
students
Gamification
works for all
grade levels,
subjects areas,
and educational
budgets
Disproved because
Accordingly
Learn simple
games designs
and mechanics
Download the
latest o most
popular game
apps
Start playing
them
Note aspects
engage
Make random
musings
Make a funny
research
Only takes
Is suggested
Following the next
steps
The meaning in
the contents
Motivation
Produce
achievement results
Project-
based
learning
Design
thinking
Real-world
problem
solving
Emphasizes
Unlocking
‘Dress up’ to
Moving into
Exploration of
the course,
content, and
own crew
It’s more about
The
misconception
that it’s about
board or
traditional games
Dismiss
The statitics
show that girls
game as much
or more that men
It’s not matter
about gender
Acknowledge
In sum Challenge,
Mastery, Story,
and Choice
Leader board
Printed
badges
Games
mechanics
Value
Recommending
Positive
competition
Collaboration
Fullest
potential
Propose
Based on
To achieve