Searching for "game-based learning"

AI and XR and Educational Gaming

AI and Mixed Reality Drive Educational Gaming into ‘Boom Phase’

By Dian Schaffhauser 09/16/19

https://campustechnology.com/articles/2019/09/16/ai-and-mixed-reality-drive-educational-gaming-into-boom-phase.aspx

Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari. A five-year forecast has predicted that educational gaming will reach $24 billion by 2024, with a compound annual growth rate of 33 percent and a quadrupling of revenues. Metaari is an analyst firm that tracks advanced learning technology.

Alternate Reality Gaming

Alternate Reality Gaming Spices Up Professional Development

Saint Leo University uses a game-based storyline to invigorate professional learning.

By Dennis Pierce, 01/27/16

https://campustechnology.com/articles/2016/01/27/alternate-reality-gaming-spices-up-professional-development.aspx

Borden and his colleagues teamed up with Edchat Interactive, a company that is working to transform online professional development into a more interactive experience that reflects how people learn best, and Games4Ed, a nonprofit organization that brings together educators, researchers, game developers, and publishers to advance the use of games and other immersive learning strategies in education.

“People don’t learn by watching somebody discuss a series of slides; they learn best by interacting with others and reflecting. Great teachers always have people break into groups to accomplish a task, and then the different groups all report back to the group as a whole. That should be replicable online.”

Adult Learning Through Play

Using simulations for professional development is fairly common. For instance, in SimSchool, a program developed by educational scientists at the University of North Texas and the University of Vermont, new and pre-service teachers can try out their craft in a simulated classroom environment, doing the same activities as actual teachers but getting real-time feedback from the simulated program and their instructors.

Christopher Like, a science teacher and STEAM coordinator for the Bettendorf Community School District in Iowa, developed a game-based model for ed tech professional development that has been adapted by K-12 school districts across the nation. His game, Mission Possible, has teachers complete 15-minute “missions” in which they learn technology skills and advance to successively higher levels. “It engages teachers’ competitive nature just like Call of Duty does with my eldest son,” he wrote in a blog post.

Formative Assessment Tools

Use these tech tools to boost engagement while also getting great feedback about what your students know.

March 26, 2014 Jeff Knutson
Infuse Learning
Infuse Learning is a tablet-based student response system for learning through conversation and collaboration. Teachers can build assessments and track students’ responses. The drawing-response tool (for sketches and diagrams) is a powerful feature here. Also, there’s native-language support for English learners. Read full review.
Kahoot
Kahoot is a game-based classroom response system. Teachers can create quizzes using content from the web. Questions appear on a class screen; without needing an account, students answer in real-time on a mobile device. Kahoot is different in that it creates an engaging competition. Students can also create their own quizzes and assessments. Read full review.
Socrative
Socrative is a student response system with a variety of activities: quizzes, assessments, games, and even exit notes. Teachers control the flow of exercises; students respond in real time. It generates reports to help teachers track learning over time. Read full review.
Turnitin
Turnitin is mostly a tool for promoting originality in students’ writing (or catching plagiarism). However, it’s also a tool to support the writing process — from teacher feedback and grading to peer evaluation and review. There’s also a handy discussion forum feature, with built-in moderation. Read full review.
Poll Everywhere
Poll Everywhere isn’t just for schools, but works well as a classroom response system. Students can respond via text message, Twitter, or a Web browser; teachers can project the results on the Web, or in a PowerPoint or Keynote presentation. Read full review.
TodaysMeet
TodaysMeet is a backchannel to help an audience and presenter connect in real time. Like a closed version of Twitter, posts are limited to 140 characters. Teachers can offer students a live stream for discussion, addressing issues on-the-spot, or as an after-lecture reflective activity. Read full review.
Backchannel Chat
Backchannel Chat is just for educational use. Students don’t have to enter any personal information into the system, and teachers can save, search, and archive discussions. Teachers also get a lot of control with customizable moderation options, a room-locking feature, and filtering for unwelcome content. Read full review.
GoSoapBox
is a student response system offering teachers more than a standard quiz/poll tool. The social Q&A feature allows students to vote the most relevant questions to the top, and a “Confusion Barometer” tool lets teachers track understanding throughout a lesson. Read full review.
Blendspace
Blendspace allows teachers to collect resources from the web and create a customizable, blended-instruction experience for students. Formative assessment tools are built in, allowing multiple question types, and the ability to track students’ progress over time. Read full review.
Collaborize Classroom
Collaborize Classroom allows teachers to create an online classroom community for learning — a home-base for online discussion forums, polls, assessments, and student-driven projects. There are differentiation tools and customized learning opportunities for individuals and small groups. Read full review.

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Class Quiz Games with Quizizz (an Alternative to Kahoot)

Quizizz is an alternative to Kahoot, and there’s also a lot for educators to like. It is very similar to Kahoot, with a few key differences.

Just like Kahoot, the teacher (or student host) chooses a quiz to begin. A five digit game code is provided. Players point their browsers to join.quizzizz.com and input the game code, along with their names. If players are using smartphones or tablets, I display the join link as a QR code.

Quizizz takes a different approach. No projector is necessary becauseplayers see questions and answer options on their own screens. The question order is randomized for each student, so it’s no easy for players to cheat. With Quizizz, players don’t have to wait for the whole class to answer a question before they continue to the next one.

So, Quizizz is player-paced while Kahoot’s pace is determined by the teacher or host. This is the major difference and can be a benefit or a drawback. If you want to pause after each question, then Kahoot is better. The class can stop and discuss after each question, immediately addressing misconceptions. With Quizizz, players zip through questions at their own pace, limiting all discussion to after all questions have been answered.

quests in education

Pursuing Quests: How Digital Games Can Create a Learning Journey

http://ww2.kqed.org/mindshift/2015/12/04/pursuing-quests-how-digital-games-can-create-a-learning-journey

Paul Darvasi

Completing missions for rewards is a core mechanic in many video games, including best-sellers like “World of Warcraft,” “Grand Theft Auto,” “Fallout” and “Skyrim.” Quests are diverse and optional, and players can undertake them on their own schedule.

A good quest-based curriculum meets the needs of many students by offering a multiplicity of choices that cover standards

We began looking for ways to meta-game curricular activities,” said Haskell. “We built 3D GameLab to allow us to deliver any curriculum with game-based mechanics

When he first waded into quest-based learning, Isaacs created one central quest path that his students followed at slightly varied paces, and he added some optional side quests that could be completed for extra credits.

“Reluctant or disenfranchised students are very likely to demonstrate renewed interest and engagement when presented with the game-infused option,” she said. “Once the kids were granted some agency in the trajectory of their learning, they really wanted to succeed.” But she also recognizes that games may not be for everybody.

More on Minecraft in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=minecraft&submit=Search

 

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?

Game Design Finds a ‘Sweet Spot’ with Education

Game Design Finds a ‘Sweet Spot’ with Education

http://www.edtechmagazine.com/k12/article/2014/06/game-design-finds-sweet-spot-education

\three areas that generally get neglected in school: architecture, animation and game design.

students create their own games using these concepts. They may choose from several programming platforms, including Beta, Kandu, Flowlab, Unity, Atmosphir, Gamestar Mechanic and Game Maker. Some of these require knowledge of coding; others are almost purely visual.

Game Design Toolkit Available

http://education.mit.edu/blogs/carole/2014/11/05

https://gamestarmechanic.com/

http://gamesandimpact.org/

A brief history of video games (Part I) – Safwat Saleem

http://ed.ted.com/lessons/a-brief-history-of-video-games-part-i-safwat-saleem

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