InforMedia Services (IMS)

Technology Instruction for St. Cloud State University

Archive for the 'gamification' Category

Digital Games + Learning

Posted by Plamen Miltenoff on 19th November 2014

Guide to Digital Games + Learning

http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

http://blogs.kqed.org/mindshift/2014/11/the-mindshift-guide-to-digital-games-and-learning

ey ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.

http://www.instituteofplay.org/

 

Posted in gamification, gaming, teaching | No Comments »

technology for early childhood students

Posted by Plamen Miltenoff on 19th November 2014

Plan for today, Mon, Nov 17 class session:

Parent involvement in their children’s social emotional and academic development.

  1. Introduce myself, who I am, who do I work with. Why is it good to know IMS and consider working with IMS. How to contact us – 5 min
  2. Start with a video from the following IMS blog entry: http://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/ :
    http://youtu.be/d5kW4pI_VQw – 2 min. What is the video about, how do students think it relates to their class (parent involvement in their children’s social emotional and academic development) – about 5 min
  3. Group work assignment – what is digital literacy and why is it important to people of all ages:
    Students work in groups and outline a definition of digital literacy and a list of 5 reasons about the importance – 5 min
    Study and discuss the following infographic (5 min)
    http://blog.stcloudstate.edu/ims/2014/10/16/early-learners-tech-use/
    For and against children spending time with technology. Gaming, social media, and computer use in general as addiction. “Disconnect/Unplugged” (Sherry Turkle) versus contemplative computing and similar meditative and contemplative practices: http://blog.stcloudstate.edu/ims/2013/11/05/getting-unplugged/
  4. Discussion on how does digital literacy vary between age groups; how do people from different ages communicate. How do they work together and help each other when learning about digital literacy. Who is the best source for students to learn about digital literacy (hint – IMS ;)) – 10 min
    Suggested source for more information: The SlideShare presentation on the IMS blog entry: http://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/: http://www.slideshare.net/dajbelshaw/etmooc-t3-s1-digital-literacies-with-dr-doug-belshaw
  5. Discussion on digital identity, digital citizenship, privacy and security. – 10 min
    http://blog.stcloudstate.edu/ims/2013/10/03/digital-identity-and-digital-citizenship/
  6. Questions and suggestions regarding

Posted in digital citizenship, digital identity, Digital literacy, gamification, gaming, technology literacy | 1 Comment »

Gamification of the LMS

Posted by Plamen Miltenoff on 19th November 2014

Please look at our blog entry:
http://blog.stcloudstate.edu/ims/2014/09/04/gamification-its-easier-than-you-think/

Gamification of the LMS – A Step Towards Evolution of the Modern LMS

http://www.gc-solutions.net/blog/gamification-of-the-lms-a-step-towards-evolution-of-the-modern-lms/

my note: article is written for the corporate world, but there is no reason why not apply in higher ed.

While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.

two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.

  • Certificates
  • Collectible points that can be redeemed
  • Discounts on new content
  • Expert status
  • Special privileges in the portal
  • Fame on the Social Circuit: Leading professional networking site ‘LinkedIn’ has a popular gamification element that has worked very well among users.

Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:

  • Know your audience well
  • Provide real benefits
  • Keep a close eye
  • Keep evolving to make it fun

Posted in Desire2Learn (D2L), gamification, gaming, LinkedIn | No Comments »

Five Apps To Test Your Physics Skills

Posted by Plamen Miltenoff on 28th October 2014

Beyond Angry Birds, Five Apps That Test Your Physics Skills

http://blogs.kqed.org/mindshift/2014/01/beyond-angry-birds-five-apps-that-test-your-physics-skills/

1. Crayon Physics Deluxe worldofgoo

2.  World of Goo                  coaster_crafter

3. Coaster Crafter               602196_434936999916746_2105602860_n-1

4. Amazing Alex                  tinkerbox

5. Tinkerbox

All the above games have physics in common but they’re also all in 2D. If students love these games, consider challenging them with 3D and even 4D games that put physics knowledge to the test. Valve’s Portal series is a great choice, or look into the equally mind-bending first-person games Antichamber or Quantum Conundrum, both of which go beyond the boundaries of Newtonian physics and Euclidean geometry.

Posted in Digital literacy, gamification, gaming, learning styles, mobile apps, mobile devices, mobile learning | No Comments »

A Problem-Solving Game For Teachers and Administrators

Posted by Plamen Miltenoff on 27th October 2014

A Problem-Solving Game For Teachers and Administrators

http://blogs.kqed.org/mindshift/2014/10/a-problem-solving-game-for-teachers-and-administrators/

This activity empowers all stakeholders. It gives everyone an opportunity to share pain points and observations and to brainstorm solutions. By building a card deck of context-specific pain points and observations, there’s buy-in from the start. All participants have a vested interest in the cards they create. Likewise, the activity has enough structure built in to drive toward solutions.

Posted in gamification, gaming | No Comments »

digital games in the classroom

Posted by Plamen Miltenoff on 24th October 2014

Report Finds Teachers Underutilize Resources for Digital Games in the Classroom

http://blogs.kqed.org/mindshift/2014/10/survey-finds-teachers-underutilize-resources-for-digital-games-in-the-classroom/

Certain types of games are favored over others, and that duration plays a key part. “Teachers tend to use shorter form games that could be finished in a class period or just a few minutes. Because developers realize that teachers can fit a shorter form game into a classroom period, they’re going to make those games.”

games used in the classroom

http://blogs.kqed.org/mindshift/2014/06/surprising-insights-how-teachers-use-games-in-the-classroom/

Posted in gamification, gaming | 2 Comments »

Posted by Plamen Miltenoff on 2nd October 2014

Announcing the NMC Horizon Report Europe > 2014 Schools Edition

http://www.nmc.org/news/announcing-horizon-report-europe-2014-schools-edition

Key Trends Accelerating Educational Technology Adoption in European Schools

“Growing Ubiquity of Social Media” and “Rethinking the Roles of Teacher” as fast trends accelerating the adoption of educational technology in European schools over the next one to two years.

Full report:

http://cdn.nmc.org/media/2014-nmc-horizon-report-EU-EN.pdf

Posted in gamification, gaming, information technology, learning, mobile learning | 1 Comment »

#Gamergate Controversy

Posted by Plamen Miltenoff on 26th September 2014

#Gamergate Controversy Fuels Debate On Women And Video Games

http://www.npr.org/blogs/alltechconsidered/2014/09/24/349835297/-gamergate-controversy-fuels-debate-on-women-and-video-games

It’s a debate about a lot of things and it involves a lot of people, but at its heart, #Gamergate is about two key things: ethics in video game journalism, and the role and treatment of women in the video game industry — an industry that has long been dominated by men.

Posted in gamification, gaming | No Comments »

free multimedia sources

Posted by Plamen Miltenoff on 26th September 2014

Sources of Free Sound Effects and Music for Multimedia Projects

http://www.freetech4teachers.com/2014/09/sources-of-free-sound-effects-and-music.html

Royalty Free Music
Musopen’s collection
The Internet Archive
The Free Music Archive
FMA

Posted in digital storytelling, educational technology, gamification, media literacy, media management, technology literacy, video editing | No Comments »

virtual reality game

Posted by Plamen Miltenoff on 23rd September 2014

How do you make a good virtual reality game? Oculus developers meet to find out

http://www.cnet.com/news/how-do-you-make-a-good-virtual-reality-game-oculus-developers-gather-to-find-out/

Oculus has teamed with Samsung to make a VR headset for mobile devices

Avoiding making people sick is one of the key struggles in producing VR games. Developers large and small have said games need to be made in new ways to protect players from motion sickness.

Posted in gamification, gaming | No Comments »