Archive of ‘gamification’ category
Nearly half of all American smartphone users are gamers. Goldman Sachs Research explains how mobile is driving the video game industry to new heights: https://t.co/P5FDifZLdn pic.twitter.com/Pnyxs6JFDO
— Goldman Sachs (@GoldmanSachs) January 16, 2020
more on gaming in this IMS blog
DDR5 has arrived! Micron’s next-gen DIMMs are 85% faster than DDR4 from r/hardware
Digital Badging and Microcredentialing
short link to this blog entry: http://bit.ly/convocation2020
for backchanneling, pls join us on Zoom: https://minnstate.zoom.us/my/badge or 9107443388
if you want to review the Zoom recording, pls click here:
Presenters: Kannan Sivaprakasam & Plamen Mittenoff
1. Share your ideas and practice of badge distribution and/or microcredentialing
2. What is a digital badge/microcredentialing?
3. How to create and award D2L digital badges for your class?
4. How to motivate the students in earning digital badges?
5. How it aligns with COSE’s strategic plan 2022/Husky Compact?
What we hope to achieve
• Create a community of digital badgers
• Catalyze professional development opportunity for faculty/staff
Literature and additional information:
- digital badge/microcredentialing
- Badgr, Credly, etc.
- credential transparency
- game-based learning:
View this post on Instagram
At #convication2020, Dr. Kannan Sivaprakasam and Dr. Plamen Miltenoff discussed achievements from the @minnstateedu innovation grant #badges #digitalbadges and #microcredentials. For more info, pls visit http://burly/convocation2020. @scsu_soe @scsualumni @scsusopa @scsucla @scsucareer @scsumasscomm @scsustudentgovernment @scsucose @scsu_chemistry_club
Reactive realities: VR in the chemistry classroom
“VR gives a superior sense of what is happening in the molecular world – you can zoom in and out, and move around in an intuitive way. It makes it much easier to see molecular structures and key parts of a reaction, which is not done as well via other modes,”
Each learning activity led a pair of students through a series of tasks. They built a molecule, then followed the journey of the enzyme reaction.
Students found the ‘tactile’ experience of VR engaging and they were able to quickly build and move molecules to see how they interacted. Watching the students walk around, bend over and peer around virtual objects was a highlight for the team.
more on VR in this IMS blog
Looking to connect with an educator who is doing micro-credentialing with students. Anyone? Bueller? #edtech #edumatch @foss_j12 @Rdene915 @AggieSalterITS @mrmatera @JaimeDonally @tishrich @jonathanspike @mr_isaacs pic.twitter.com/tov3GDsVTl
— Mandy Froehlich (@froehlichm) December 13, 2019
more on microcredenialing in this IMS blog
Webinar: Deliberate Fun: A Purposeful Approach to Gamifying Learning Experiences
Monica Cornetti Founder and CEO, Sententia Gamification
Jonathan Peters Chief Motivation Officer, Sententia Gamification
Date and Time Wed, Dec 18, 2019 at 9AM Pacific / 12PM Eastern Duration 1 Hour Cost $0 (Free)
social-emotional learning (SEL) skills
the intersection of teacher education, learning technologies and game-based learning. He thinks educators shouldn’t ignore video games if they want students to be media-literate, because they are the “storytelling medium of the 21st century.”
gaming can help build other SEL skills, such as empathy.
Video games are good for teaching kids problem-solving and ethical decision-making
Some experts have expressed concern about how video games affect children. According to the Washington Post, the World Health Organization has recognized “gaming disorder”—characterized as a lasting addiction to video games—as a condition. Yet, not all experts agree that “game addiction” should be pathologized.
more on video games in this IMS blog
instead of Super Mario or Zelda, they’ll be playing a game called CD4 Hunter, which launched last June and focuses on teaching students the first step in the HIV replication cycle. In the game, players roleplay as the virus and are charged with moving throughout the bloodstream to identify receptors, get past immune defenses, and target and infect cells.
Without much of a clue as to how to design or program a game, Urdaneta-Hartmann won a $10,000 grant from Drexel to develop her own skills in educational gaming and create a tool for students in the program.
So far, Urdaneta-Hartmann claims the CD4 Hunter app has nearly 2,900 downloads on the iTunes store today.
more on gamification of education in this IMS blog
“It’s no secret that students today face the ultimate paradox—the same tools they need to use to complete their work can also provide their biggest distractions from completing work.” How can we help them manage this struggle? https://t.co/xmaOzXpvfU
— PBS Teachers (@pbsteachers) November 13, 2019
How Intrinsic Motivation Helps Students Manage Digital Distractions
By Ana Homayoun Oct 8, 2019
According to the Pew Research Center, 72 percent of teenagers check their phones as soon as they get up (and so do 58 percent of their parents), and 45 percent of teenagers feel as though they are online on a nearly constant basis. Interestingly, and importantly, over half of U.S. teenagers feel as though they spend too much time on their cell phones.
Research on intrinsic motivation focuses on the importance of autonomy, competency and relatedness in classroom and school culture.
According to one Common Sense Media report, called Social Media, Social Life, 57 percent of students believe social media use often distracts them when they should be doing homework. In some ways, the first wave of digital citizenship education faltered by blocking distractions from school networks and telling students what to do, rather than effectively encouraging them to develop their own intrinsic motivation around making better choices online and in real life.
Research also suggests that setting high expectations and standards for students can act as a catalyst for improving student motivation, and that a sense of belonging and connectedness in school leads to improved academic self-efficacy and more positive learning experiences.
Educators and teachers who step back and come from a place of curiosity, compassion and empathy (rather than fear, anger and frustration) are better poised to deal with issues related to technology and wellness.
more on intrinsic motivation in this IMS blog
Previous 1 2 3 4 5 … 34 Next