British Educational Training and Technology Show
an annual trade show in the United Kingdom that showcases the use of information technology in education. The show has also expanded from being a purely technology show, and whilst it has played host to companies ranging from multinationals Microsoft, Google and Apple Inc. to small single-product firms, it has also created themed zones for exhibitors, such as those specialising in SEN provision. New for 2015 is its “Bett Futures” feature, which aims to select and promote 30 educational technology start-ups, selected by a panel of expert educators.(https://en.wikipedia.org/wiki/BETT)
Minecraft in Education
1:1 with Surface at Hogwarts School of Witchcraft & Wizardry (http://www.bettshow.com/content/Microsoft-Learn-Live-Theatre#ixzz3x8gaFOrQ)
Technology in Higher Education Summit
|As we continue to move into a more digital world, the digital badge has been heralded as a means to demonstrate evidence of work online, an alternate method of accreditation, and a solution to support, guide and motive learners. With examples from a university ahead of the curve in the use of digital badges, learn what roles badges could have in your teaching
Case Study 6: Mozilla Open Badges
Badges can play a crucial role in the connected learning ecology by acting as a bridge between contexts, making these alternative learning channels and types of learning more viable, portable, and impactful. Badges can be awarded for a potentially limitless set of individual skills—regardless of where each skill is developed—and a collection of badges can begin to serve as a virtual résumé of competencies and qualities for key stakeholders, including peers, schools, or potential employers. Specifically, badges support capturing and communicating learning paths, signaling achievement, motivating learning, and driving innovation and flexibility, as well as building identity, reputation, and kinship. Thus, badges can provide a way to translate all types of learning into a powerful tool for getting jobs, finding communities of practice, demonstrating skills, and seeking out further learning.
Peer badges were also built around the peer-to-peer interactions and were awarded directly from one peer to another. Finally, participation badges were based on stealth assessment and data-tracking logic built into the learning environment. While the sample size was small due to constraints of the course cycles, the pilot resulted in a solid proof-of-concept of the potential for badges and these approaches to assessment.
How Badges Really Work in Higher Education
The badges have several layers, Wisser says. While the top level signifies that you completed elements of the coursework, the badges have stripes for other accomplishments such as leading a discussion or teaching peers. “These badges are visible to other students, and if you are struggling in one area, you could turn to someone more accomplished–as shown by their badge–for help. Or if you were strong in a certain area and saw someone else was struggling, you could reach out to that person.”
More in this IMS blog on badges:
Creating a Library App: Things to Know Before You Go Mobile
Tuesday, April 28, 2015 11AM-12PM PDT
Registration link: http://www.cla-net.org/?861
Mobile apps are a popular topic in libraries. But what does it take to create one and what kind of programming can you do with apps? Is an app the right solution, or should you create a responsive website? What is the process like, and what resources are needed? How do you manage privacy, security, and legal concerns? Who do you need to get the job done, and what skills should they have?
These are all important questions that should be asked (and answered) before you think about creating a mobile app. Learn from expert panelists from libraries and nonprofits who have created, developed, and managed mobile apps for their organizations. Panelists will share practical advice and information based on experience, as well as helpful tools and resources.
Zeth Lietzau is the Manager of Digital User Experience and the Community Technology Center at the Denver Public Library. He’s the leader of their Virtual Services initiative, which defines the direction of DPL’s online services, mobile & otherwise, including the Volume Denver project which is available as a mobile-responsive site.
A303_Lietzau Makers, Hackers, and Badges at the Denver Public Library
Anna Jaeger and her team at Caravan Studios create mobile apps that are designed in partnership with nonprofit and community-focused organizations to meet the needs of their constituents. Anna has been a frequent speaker on nonprofit and environmental technology since 2007. Prior to her work with Caravan Studios, Ms. Jaeger was a founder and co-director of TechSoup Global’s GreenTech initiative and the director of TechSoup Global’s IT Engineering department.
Ani Boyadjian has been a working librarian since 1990. An LAPL staffer since 1996, she is now Research & Special Collections Manager at the Los Angeles Public Library, where she also oversees the Library’s Digitization efforts. She most recently spearheaded the development of the ARchive LAPL app in a partnership with USC and app developers Neon Roots, to use augmented reality to tell stories about the historic Central Library.
More on mobile apps in general on this IMS blog:
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
- Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
- When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
- Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
- Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
- In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
- The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
- The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
- This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
greater autonomy for students, greater levels of feedback, and a variety of assignments.
More on badges in this blog:
In each of the classes for which I use badges I have 24 different badges that students can earn. Each one is a “micro-assignment” which asks students to apply some concept or set of concepts we are covering in the class. Students submit their responses and if they meet the badge criteria they earn the badge. When they earn a badge they receive the points for that in their grades and also receive a badge graphic uploaded to their own personal profile which only they can see. One feature I would like to incorporate is the ability to share these badges via their social networks but I am not sure about how this would work with regard to FERPA requirements. More research on my part is needed regarding this.
If the student does not earn the badge, they are provided with detailed feedback and allowed to resubmit to try and earn the badge. They can submit as many times as they want or need to in order to earn the badge. Students need to earn a minimum of 14 badges to earn a C in the course and 18 badges to earn an A.
We’ve Got Game – Strategies for Building Gamification into Your Blended Classroom
To login on September 5, 2014 starting at 2:30 pm ET
Gamification: It’s Easier than You Think!
BONUS: several cool infographics on gamification of education: http://elearninginfographics.com/tag/gamification-infographic/
this is a recording of a webinar, which took place yesterday, September 3, 2014. The presenter is Canadian. Sean Isles
Gamification versus game based education
Gamification is application of typical elements of game play to unconventional areas
Game based is learning that takes place withing a game simulated environment itself
D2L offers options for gamified education
Leveling / Gating: turn off/on content modules by weekly increments.
Bosses/Challenges – simple quiz at the end of each module (training quizzes, open to take unlimited times)
Celebration of successes – emails from intelligent agents, short funny video, etc.
Intelligent agent send an email not only to student, but to an office, where top scoring students can get a gift.
simulator. used Unity to create the game
Shaun Iles: firstname.lastname@example.org and Brian Gould: email@example.com
Leaderboard – Brightspace.com – Brightspace by D2L. needs to be purchased, but allows modify and customize with HTML and CSS
Badges: meaningless if the entire institution is not on board. google and mozilla badges platforms. D2L is about to roll out badges, only if the entire institution and the business recognize them. otherwise, the badges are dead upon exit from class.
make discussion interactive through upvote: http://www.reddit.com/r/upvote/
Scavenger hunt mentioned. Bluetooth info beacons used across campus to enable scavenger hunt. Across mobile devices.
Librarians and instructional designers mentioned.
His D2L home page has twitter widget and skype widget. He says the Skype widget enormously used. When will my proposal for Adobe Connect Widget will be addressed, am asking I for years?
A Digital Badge Initiative in First-Year Writing Courses
a WordPress theme coupled with the BadgeOS plugin, a free program that enables credit issuing in the form of digital badges. The badges themselves were developed with Credly, a free online service that allows users to create, customize, store and issue achievement-based digital badges. In total, the only cost of the program development has been the domain hosting fee.