Searching for "game based"

Gamification: It’s Easier than You Think!

Gamification: It’s Easier than You Think!

https://desire2learn.adobeconnect.com/_a707373752/p3mhvdh5gfb/

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
https://www.google.com/?gws_rd=ssl#q=ontario+sociology+gamification+sean

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.

Game-based

simulator. used Unity to create the game

Shaun Iles: shaun.iles@mohawkcollege.ca and Brian Gould: brian.gould@mohawkcollege.ca

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?

Edtech Trends 2022

7 Edtech Trends to Watch in 2022: a Startup Guide for Entrepreneurs

https://www.edsurge.com/news/2022-04-18-7-edtech-trends-to-watch-in-2022-a-startup-guide-for-entrepreneurs

1. Data is abundant and the key to today’s edtech solutions

2. Artificial intelligence (AI) and machine learning (ML) are powering the latest generation of edtechs

3. Game-based learning is transforming how students learn

4. Edtechs are at the forefront of digital transformation in the classroom

5. Workforce upskilling is being supplemented by edtech solutions

6. Edtechs are being called upon to help with student wellbeing

7. Augmented reality (AR) and virtual reality are top of mind

Formative Assessment

7 Smart, Fast Ways to Do Formative Assessment

Within these methods you’ll find close to 40 tools and tricks for finding out what your students know while they’re still learning.

edutopia.org/article/7-smart-fast-ways-do-formative-assessment

Entry and exit slips

Exit slips can take lots of forms beyond the old-school pencil and scrap paper. Whether you’re assessing at the bottom of Bloom’s taxonomy or the top, you can use tools like Padlet or Poll Everywhere, or measure progress toward attainment or retention of essential content or standards with tools like Google Classroom’s Question toolGoogle Forms with Flubaroo, and Edulastic,

Low-stakes quizzes and polls: If you want to find out whether your students really know as much as you think they know, polls and quizzes created with Socrative or Quizlet or in-class games and tools like QuizalizeKahoot, FlipQuiz, GimkitPlickers, and Flippity

Dipsticks: So-called alternative formative assessments are meant to be as easy and quick as checking the oil in your car, so they’re sometimes referred to as dipsticks. These can be things like asking students to:

  • write a letter explaining a key idea to a friend,
  • draw a sketch to visually represent new knowledge, or
  • do a think, pair, share exercise with a partner.

Interview assessments: If you want to dig a little deeper into students’ understanding of content, try discussion-based assessment methods. Casual chats with students in the classroom can help them feel at ease even as you get a sense of what they know, and you may find that five-minute interview assessments

TAG feedback 

FlipgridExplain Everything, or Seesaw

Methods that incorporate art: Consider using visual art or photography or videography as an assessment tool. Whether students draw, create a collage, or sculpt, you may find that the assessment helps them synthesize their learning.

Misconceptions and errors: Sometimes it’s helpful to see if students understand why something is incorrect or why a concept is hard. Ask students to explain the “muddiest point” in the lesson—the place where things got confusing or particularly difficult or where they still lack clarity. Or do a misconception check:

Self-assessment: Don’t forget to consult the experts—the kids. Often you can give your rubric to your student

Gaming for History

U Arizona History Profs Turn Gaming into Credit-Bearing Learning Activity

https://campustechnology.com/articles/2022/03/31/u-arizona-history-profs-turn-gaming-into-credit-bearing-learning-activity.aspx

Milliman also plans to create a U Arizona course tailored to individuals who might come to the university via the Age of Empires IV experience. “It will help them transition from being gamers to being students,” he explained. “This will get online students familiar with doing historical research and being a university student. There won’t be any textbooks or tests. It will be project-focused and based on the experiences they had playing the game with our additional content.”

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more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming

The Future of University Credentials

The Still-Evolving Future of University Credentials

https://www.edsurge.com/news/2021-12-21-the-still-evolving-future-of-university-credentials

Sean Gallagher is founder and executive director of Northeastern University’s Center for the Future of Higher Education and Talent Strategy, and executive professor of educational policy.

The growth of educational platform companies such as Coursera and 2U is being driven in part by a surge in demand for certificate programs and “alternative credential” offerings. The number of open badges awarded nearly doubled from 24 million in 2018 to 43 million in 2020. And major companies and industry groups are increasingly getting into the credentialing game, exemplified by firms such as IBM and Google. Strada Education Network’s consumer polling has shown that 40 percent of working-age adults have earned some type of non-degree credential—and that non-degree credentials are at the top of the list for adults seeking education or retraining.

plenty of confusion or ignorance in the marketplace about the basic differences between “certificates” and “certifications.”

skills-based hiring

badging, embedding certificates into degrees and the idea of offering small credentials on the way to a larger one are emerging as key trends

The future will likely see a continued de-emphasis on merely requiring that prospective employees hold college degrees.

the needs of the job market are changing faster than ever, meaning a greater need for upskilling

a new national survey of C-suite executives that we recently conducted, 70 percent said that U.S. workers should be worried about their skills becoming outdated over the next few years.

Innovations such as stackable non-degree credentials as an on-ramp and low-cost MOOC-based degrees from top universities are likely to only grow access to post-baccalaureate education. The number of MOOC-based degrees is approaching 100

Online education services companies – or “OPMs” as many refer to them, have continued to play a major role in the scaling of online higher education, within, and now increasingly beyond the U.S.

the Lumina-sponsored Connecting Credentials campaign; the launch of the Non-Degree Credentials Research Network; the development of UPCEA’s Hallmarks of Excellence in Credential Innovation,

 

Gamification as Design Thinking

Hung, A. C. Y. (2018). Gamification as Design Thinking. International Journal of Teaching and Learning in Higher Education, 30(3), 1812–9129.
https://hyp.is/go?url=https%3A%2F%2Fdocs.google.com%2Fdocument%2Fd%2F1k79afSI7WEvAnJGgy5ANs8Xw_wfJ8XWEuk9ri6exIVQ%2Fedit&group=9ypxjpYK
By reflecting-in-action,  the practitioner is able to gain metacognitive awareness  and perceive his/her intuitions and biases, test  hypotheses, and take on new perspectives. The  approach of having students learn by designing their  own games combines design thinking and game-based  learning (Kafai, 1995, 2006; Li, Lemieuz,  Vandermeiden, & Nathoo, 2013). Design thinking also  supports new forms of literacies brought on by new  media technologies as well as game-based learning.

It is likely that the effects of gamification cannot  easily be measured satisfactorily through surveys of  motivation, engagement, attendance, or grades because  there are too many variables that could affect how students  respond. Critics of gamification argue that it over

simplifies complex problems (Bogost, 2015; Robertson,  2010). However, both gamification and design thinking  are approaches to problem-solving. With design thinking,  gamification may be used in more meaningful ways  because design thinking offers a different lens through  which to conceptualize the problem.

metaverse definition

What the metaverse will (and won’t) be, according to 28 experts

metaverse (hopefully) won’t be the virtual world of ‘Snow Crash,’ or ‘Ready Player One.’ It will likely be something more complex, diverse, and wild.

The metaverse concept clearly means very different things to different people. What exists right now is a series of embryonic digital spaces, such as Facebook’s HorizonEpic Games’ FortniteRoblox‘s digital space for gaming and game creation, and the blockchain-based digital world Decentraland–all of which have clear borders, different rules and objectives, and differing rates of growth.

TIFFANY ROLFE

different layers of realities that we can all be experiencing, even in the same environment or physical space. We’re already doing that with our phones to a certain extent—passively in a physical environment while mentally in a digital one. But we’ll see more experiences beyond your phone, where our whole bodies are fully engaged, and that’s where the metaverse starts to get interesting—we genuinely begin to explore and live in these alternate realities simultaneously.

RONY ABOVITZ, FOUNDER, MAGIC LEAP

Xverse

It will have legacy parts that look and feel like the web today, but it will have new nodes and capabilities that will look and feel like the Ready Player One Oasis (amazing gaming worlds), immersion leaking into our world (like my Magicverse concept), and every imaginable permutation of these. I feel that the Xverse will have gradients of sentience and autonomy, and we will have the emergence of synthetic life (things Sun and Thunder is working on) and a multitude of amazing worlds to explore. Building a world will become something everyone can do (like building a webpage or a blog) and people will be able to share richer parts of their external and inner lives at incredibly high-speed across the planet.

YAT SIU, COFOUNDER AND EXECUTIVE CHAIRMAN OF GAMING AND BLOCKCHAIN COMPANY ANIMOCA BRANDS

Reality will exist on a spectrum ranging from physical to virtual (VR), but a significant chunk of our time will be spent somewhere between those extremes, in some form of augmented reality (AR). Augmented reality will be a normal part of daily life. Virtual companions will provide information, commentary, updates and advice on matters relevant to you at that point in time, including your assets and activities, in both virtual and real spaces.

TIMONI WEST, VP OF AUGMENTED AND VIRTUAL REALITY, UNITY:

I think we can all agree our initial dreams of a fully immersive, separate digital world is not only unrealistic, but maybe not what we actually want. So I’ve started defining the metaverse differently to capture the zeitgeist: we’re entering an era where every computer we interact with, big or small, is increasingly world-aware. They can recognize faces, voices, hands, relative and absolute position, velocity, and they can react to this data in a useful way. These contextually aware computers are the path to unlocking ambient computing: where computers fade from the foreground to the background of everyday, useful tools. The metaverse is less of a ‘thing’ and more of a computing era. Contextual computing enables a multitude of new types of interactions and apps: VR sculpting tools and social hangouts, self-driving cars, robotics, smart homes.

SAM HAMILTON, HEAD OF COMMUNITY & EVENTS FOR BLOCKCHAIN-BASED METAVERSE CREATOR THE DECENTRALAND FOUNDATION

NITZAN MEKEL-BOBROV, CHIEF AI OFFICER, EBAY

as carbon is to the organic world, AI will be both the matrix that provides the necessary structural support and the material from which digital representation will be made. Of all the ways in which AI will shape the form of the metaverse, perhaps most essential is the role it will play in the physical-digital interface. Translating human actions into digital input–language, eye movement, hand gestures, locomotion–these are all actions which AI companies and researchers have already made tremendous progress on.

HUGO SWART, VICE PRESIDENT AND GM OF XR, QUALCOMM

Qualcomm views the metaverse as an ever-present spatial internet complete with personalized digital experiences that spans the physical and virtual worlds, where everything and everyone can communicate and interact seamlessly.

IBRAHIM BAGGILI, FOUNDING DIRECTOR, CONNECTICUT INSTITUTE OF TECHNOLOGY AT UNIVERSITY OF NEW HAVEN

As an active researcher in the security and forensics of VR systems, should the metaverse come into existence, we should explore and hypothesize the ways it will be misused.

CHITRA RAGAVAN, CHIEF STRATEGY OFFICER AT BLOCKCHAIN DATA ANALYTICS COMPANY ELEMENTUS 

I picture [the metaverse] almost like The Truman Show. Only, instead of walking into a television set, you walk into the internet and can explore any number of different realities

JOHN HANKE, CEO OF POKÉMON GO CREATOR NIANTIC

We imagine the metaverse as reality made better, a world infused with magic, stories, and functionality at the intersection of the digital and physical worlds.

CAROLINA ARGUELLES NAVAS, GLOBAL PRODUCT MARKETING, AUGMENTED REALITY, SNAP

Rather than building the “metaverse,” a separate and fully virtual reality that is disconnected from the physical world, we are focused on augmenting reality, not replacing it. We believe AR–or computing overlaid on the world around us–has a smoother path to mass adoption, but will also be better for the world than a fully virtual world.

URHO KONTTORI, COFOUNDER AND CTO OF AR/VR HEADSET MAKER VARJO

In the reality-based metaverse, we will be able to more effectively design products of the future, meet and collaborate with our colleagues far away, and experience any remote place in real-time.

ATHERINE ALLEN, CEO OF IMMERSIVE TECH RESEARCH CONSULTANCY LIMINA IMMERSIVE

I prefer to think of the metaverse as simply bringing our bodies into the internet.

BRANDS IN THE METAVERSE

VISHAL SHAH, VP OF METAVERSE, FACEBOOK

The metaverse isn’t just VR! Those spaces will connect to AR glasses and to 2D spaces like Instagram. And most importantly, there will be a real sense of continuity where the things you buy are always available to you.

SAYON DEB, MANAGER, MARKET RESEARCH, CONSUMER TECHNOLOGY ASSOCIATION

At its core will be a self-contained economy that allows individuals and businesses to create, own or invest in a range of activities and experiences.

NANDI NOBELL, SENIOR ASSOCIATE AT GLOBAL ARCHITECTURE AND DESIGN FIRM CALLISONRTKL

the metaverse experience can be altered from the individual’s point of view and shaped or curated by any number of agents—whether human or A.I. In that sense, the metaverse does not have an objective look beyond its backend. In essence, the metaverse, together with our physical locations, forms a spatial continuum.

NICK CHERUKURI, CEO AND FOUNDER OF MIXED REALITY GLASSES MAKER THIRDEYE

The AR applications of the metaverse are limitless and it really can become the next great version of the internet.

SAM TABAR, CHIEF STRATEGY OFFICER, BITCOIN MINING COMPANY BIT DIGITAL

It seems fair to predict that the actual aesthetic of any given metaverse will be determined by user demand. If users want to exist in a gamified world populated by outrageous avatars and fantastic landscapes then the metaverse will respond to that demand. Like all things in this world the metaverse will be market driven

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More on meta-verse in this blog
https://blog.stcloudstate.edu/ims?s=metaverse

Active Screen Time


After studying children ages 4 to 11 on their use of screen time, a University of Michigan study found that “how children use the devices, not how much time they spend on them, is the strongest predictor of emotional or social problems connected with screen addiction.”

According to an Australian study on active and passive screen uses, there are actually two types of active screen use: physical and cognitive. Kids can actually get similar benefits to physical exercise when they play with active video game systems like the Nintendo Switch, XBox Kinect or Pokemon Go.

Playing active games has been proven to have similar effects to moderate walking, skipping and jogging. There are also plenty of active screen uses that spark the cognitive side of the brain.

Studies show that children respond to activity-based programming when it is fun, designed for them and encourages imitation or participation.

Edtech going global

The Next Wave of Edtech Will Be Very, Very Big — and Global

https://www-edsurge-com.cdn.ampproject.org/c/s/www.edsurge.com/amp/news/2021-07-30-the-next-wave-of-edtech-will-be-very-very-big-and-global

India’s Byju’s

Few companies have tackled the full range of learners since the days when Pearson was touted as the world’s largest learning company. Those that do, however, are increasingly huge (like PowerSchool, which had an IPO this week) and work across international borders.

Chinese education giants, including TAL and New Oriental.

The meteoric rise of Chinese edtech companies has dimmed recently as the Chinese government shifted regulations around online tutoring, in an effort to “protect students’ right to rest, improve the quality of school education and reduce the burden on parents.”

Acquisitions and partnerships are a cornerstone of Byju’s early learning programs: It bought Palo Alto-based Osmo in 2019, which combines digital learning with manipulatives, an approach the companies call “phygital.” For instance: Using a tablet’s camera and Osmo’s artificial intelligence software, the system tracks what a child is doing on a (physical) worksheet and responds accordingly to right and wrong answers. “It’s almost like having a teacher looking over you,
My note: this can be come disastrous when combined with the China’s “social credit” system.

By contrast, Byju’s FutureSchool (launched in the U.S. this past spring) aims to offer one-to-one tutoring sessions starting with coding (based in part on WhiteHat Jr., which it acquired in August 2020) and eventually including music, fine arts and English to students in the U.S., Brazil, the U.K., Indonesia and others. The company has recruited 11,000 teachers in India to staff the sessions

In mid-July, Byju’s bought California-based reading platform Epic for $500 million. That product opens up a path for Byju’s to schools. Epic offers a digital library of more than 40,000 books for students ages 12 and under. Consumers pay about $80 a year for the library. It’s free to schools. Epic says that more than 1 million teachers in 90 percent of U.S. elementary schools have signed up for accounts.

That raises provocative questions for U.S. educators. Among them:

  • How will products originally developed for the consumer market fit the needs of schools, particularly those that serve disadvantaged students?
  • Will there be more development dollars poured into products that appeal to consumers—and less into products that consumers typically skip (say, middle school civics or history curriculum?)
  • How much of an investment will giants such as Byju’s put into researching the effectiveness of its products? In the past most consumers have been less concerned than professional educators about the “research” behind the learning products they buy. Currently Gokulnath says the company most closely tracks metrics such as “engagement” (how much time students spend on the product) and “renewals” (how many customers reup after a year’s use of the product.)
  • How will products designed for home users influence parents considering whether to continue to school at home in the wake of viral pandemics?

Nurse’s Escape


https://sidequestvr.com/app/3848/nurses-escape

Nurse’s Escape is a VR game that simulates an escape room based on the five stages of the Sepsis Bundle. The purpose is to supplement nurse’s lecture-style curriculum with an interactive way to test nurse’s Sepsis knowledge. Sepsis is one of the leading causes of deaths and hospitalizations yearly, so equipping nurses with the right skills and information to treat sepsis in a timely manner can save lives and money. Help treat the millionaire’s illness before time runs out!

This game is sponsored by the University of Nebraska Medical Center’s College of Nursing-Lincoln.

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Australian hospitals leveraging VR tech to fast-track clinician training

It only takes 10 minutes to practice a procedure in a session through a VR platform such as Vantari VR.

https://www.healthcareitnews.com/news/apac/australian-hospitals-leveraging-vr-tech-fast-track-clinician-training

Using flight-simulator technology, Vantari VR provides medical training using a VR headset and laptop. Its modules cover 90% of medical procedures as part of doctors’ core training and deliver steps that are recommended by college guidelines.

In Fiona Stanley Hospital, for example, over 20 registrars have been educated to perform chest drain insertions.

Vantari VR was awarded a $100,000 grant from Epic Games, the American video game company behind the online game Fortnite. Presently, the startup seeks to raise $2 million from a funding round that will close in August.

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more on nursing and VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+nursing

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