Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.
What Gamification is not:
Gamification is not digital game-based learning (DGBL); it does not allow students to play digital games to apply/identify concepts, nor does it allow students to create games to demonstrate comprehension. Unlike DGBL, gamification does not require the use of virtual environments or elaborate tech-based systems.
Engage students through creative course design.
Learn how to strategically implement game-based design principles that can help you better engage students in a more interactive approach to education. Using gamification in your courses does not have to be difficult nor does it have to be comprehensive. We will discuss a range of different approaches that you can implement immediately to help make assignments more competitive, grading scales more interactive, and content more compelling.
Register for Wednesday’s Free AAEEBL Webinar with Darren Cambridge, one of the most influential members of the eportfolio field; 1 pm US EDT. The URL for the webinar will be displayed on your screen right after you complete registration. You do not need a password to login at that URL. Topic: “ePortfolio is a Genre.” Helen Chen and Trent Batson will moderate.
There is a phenomenon taking place in higher education today. It is nothing short of a revolution regarding the advances in technology and how institutions of higher learning along with nontraditional organizations are utilizing powerful new tools to change the delivery of higher education . These new tools include new mobile devices, enhanced and feature-rich learning management systems, data-feeding sensors, 3D printers, smart classrooms, smart buildings, and collaboration tools allowing students and faculty to collaborate just about anywhere face-to-face, virtually.
The Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL.org) is nearly 7 years old. It is the North American professional association for the global eportfolio community of practice and research field. “ePortfolio” is an idea about how technology can be implemented to best advantage in our world today. The eportfolio idea is that the learner is the anchor and center for the record of learning — the eportfolio is owned by the learner and the eportfolio stays with the learner between courses, between institutions and into life. It is a powerful idea and the growth of eportfolio technology in higher education around the world suggests educators understand that power.
At the Conference at the University of Georgia November 9-10, you will attend sessions that demonstrate how 10 different institutions have deployed eportfolio technology in ways appropriate to initiatives on their campuses. Kathleen Yancey of Florida State University, a founder of the U. S. eportfolio movement, is keynote.
AAEEBL is writing The Field Guide to ePortfolio to be published by AAC&U in 2016. This is a timely publication. Each conference and each webinar that AAEEBL holds contributes to the ideas in the Field Guide, being created by a team of 60 AAEEBL members. You can find out more about this project at this conference.
10 min of the presentation: “students are searching from devices”
this is why library instruction should slowly move from regular keyboarding exercises to utilization of mobile devices
James Hammons advocates for a mobile app geared toward accommodating students’ readiness to shift from large-screen search to smart phone search. The layout of the content being responsive to the screen size.
if the trend is to cater to students’ preference in using mobile devices, it is only logical to start gearing up to providing instruction and assistance using mobile devices.
Kathryn Silberger asserts (min 36 and forth) that the Library must let students know that it (the Library) is mobile friendly. How better to establish such feeling but by changing practices from big screen to hiding-behind-the-desktops students to gamified activities using mobile devices. Faculty have a “sticky influence” on student information habits.
From now until October 7, Khan Academy and Breakthrough Prize are seeking video submissions that explain a challenging and important concept or theory in mathematics, life sciences, or physics. If you’re between 13 and 18, and you have a passion for explaining ideas and concepts creatively, you can enter the Breakthrough Junior Challenge!
Not only can you dig into a topic that you’re passionate about, but there are also great prizes to be won, including a $250,000 scholarship for you, a $50,000 award for your teacher, and a state-of-the-art $100,000 science lab for your school. The winner will also be invited California, where the prize will be awarded in front of the superstars of science, Silicon Valley, and Hollywood.
If you enter, you’ll view and assess other participants’ videos in a peer-to-peer review process. Submissions will then be assessed by leaders in science, technology, and education selected by Khan Academy and by Breakthrough Prize laureates. The judges will select a winner based on how engaging, illuminating, and creative their video is, and how challenging the concept is to understand.
The deadline for submissions is October 7, so register today at www.breakthroughjuniorchallenge.org. We hope you’ll be inspired to get involved – and share your passion for understanding the world!
Learning made visible: successful ePortfolio patterns across the U.S.
Register for first AAEEBL webinar of 2015-2016 on September 16 at 1 pm US EDT. Jeff Yan of Digication addressing “Learning made visible: successful ePortfolio patterns across the U.S.”
Jeff, a former academic, is the CEO of Digication, one of the most successful eportfolio companies in the U. S. He will help us understand the big picture: how are eportfolios being used on campuses and what works best.
This Webinar is co-sponsored by AAC&U, EPAC and IJeP.
Once you register, you will see an acknowledgement page with the URL to go to on Wednesday. You will not need a password.