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Gaming and Gamification for SPED 204

https://catalog.stcloudstate.edu/Catalog/ViewCatalog.aspx?pageid=viewcatalog&topicgroupid=1994&entitytype=CID&entitycode=SPED+204

SPED 204. Program Overview and E-Portfolio

Credits: 1
Department: Special Education
Description: Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.
  1. Gaming and Gamification.

    why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)

    from: https://cpb-us-e1.wpmucdn.com/blog.stcloudstate.edu/dist/d/10/files/2015/03/Gaming-and-Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
    play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
    Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”

    is it generational? Is it a fad? is it counter-pedagogical?

    what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?

    Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c 
    hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.

    What is gamification? Why gamification, if we have games?
    “Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences

    let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7

    hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:

    The Future is Now:

    Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360,  Vuze,
    create your own VR (video 360) orientation tours:

gaming and gamification abroad

Wie kann man Lehrer an das Thema"Gaming" heranführen? Das ist gar nicht so schwer, meint Jürgen Sleegers, wissenschaftlicher Mitarbeiter im Institut für Medienforschung und Medienpädagogik der TH Köln. #pb18 #fachtagung #perspektive #begabung #bildungundbegabung #smart #smartbilden #smartfoerdern #digitalisierung #gaming #education #computerspiele #learninggames #digitalepädagogik #seriousgames #spielen #spielraum #medienforschung #medienpädagogik @th_koeln @juergensleegers

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Как измерить результат игры в обучении

https://goo.gl/ttpDZ5 

http://blog.center-game.com/business/rezultat.html

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Simple mapa para navegar territorios lúdicos 🌐🎲 — #gamification #gamedesign #seriousplay #games #playcoaching #canvas #gbl #gba #gamebased #learning #assessment #facilitation #gamefulness #gamify #play #aprenderjugando #ludificacion #juegoserio #homoludens #seriousgames #ludification #ludens #fun #playful #design

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

gamification
http://blog.stcloudstate.edu/ims?s=gamification

TeacherGaming

TeacherGaming Raises $1.6M to Grow Subscription-Based Classroom Gaming Platform

Jan 30, 2018

https://www.edsurge.com/news/2018-01-30-teachergaming-raises-1-6m-to-grow-subscription-based-classroom-gaming-platform

TeacherGaming is a subscription-based suite of educational games for the classroom, ranging from $150 to $1150 per year depending on class size. The system includes lesson plans and an analytics platform for educators to track student activity and progress.

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More on gaming in this IMS blog
http://blog.stcloudstate.edu/ims?s=gaming

more on MInecraft in this IMS blog
http://blog.stcloudstate.edu/ims?s=minecraft

gaming and learning

a new paper published on gaming habits and education:

gaming and learning

Mozelius, P., Westin, T., Wiklund, M., & Norbert, L. (2016). Gaming habits, study habits and compulsive gaming among digital gaming natives. Retrieved from https://www.researchgate.net/publication/308947959_Gaming_habits_study_habits_and_compulsive_gaming_among_digital_gaming_natives

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more on gaming in this IMS blog:

http://blog.stcloudstate.edu/ims?s=gaming

gradecraft is lms plus gaming

An LMS to Support ‘Gameful’ Learning

Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.

By David Raths 08/24/16

https://campustechnology.com/articles/2016/08/24/an-lms-to-support-gameful-learning.aspx

UM School of Information and School of Education

a new type of learning management system called GradeCraft. GradeCraft borrows game elements such as badges and unlocks to govern students’ progress through a course. With unlocks, for example, you have to complete a task before moving to the next level.

Written in Ruby on Rails and hosted on Amazon Web Services, GradeCraft was created by a small team of students and faculty with additional software support from Ann Arbor-based developer Alfa Jango. Their work received support from UM’s Office of Digital Education and Innovation and the Office of the Provost. GradeCraft can work as a stand-alone platform or in conjunction with a traditional LMS via the LTI (Learning Tools Interoperability) protocol.

Here is how it works: Instructors create a course shell within GradeCraft (similar to the process with any LMS). Students use a tool called the “Grade Predictor” to plan a personalized pathway through the course, making predictions about both what they will do and how they will perform. When assignments are graded, predictions turn into progress; students are then nudged to revisit their semester plan, reassessing what work is available and how well they need to do to succeed overall. Students are able to independently choose an assessment pathway that matches their interests within the framework of learning objectives for the course.

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more on LMS in this blog

http://blog.stcloudstate.edu/ims?s=gaming

more on gaming in this blog

http://blog.stcloudstate.edu/ims?s=lms

more on badges in this blog

http://blog.stcloudstate.edu/ims?s=badges

VR gaming backpack

HP’s VR gaming backpack is light, thin, and still a prototype; It feels pretty good!

By Adi Robertson

http://www.theverge.com/circuitbreaker/2016/8/19/12555550/hp-omen-x-virtual-reality-gaming-backpack-computer-hands-on

Alienware, Zotac, and MSI have all shown off self-contained backpacks that can be used with the HTC Vive, and companies like The Void have created their own “backtops” for location-based entertainment.

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more on virtual reality in this blog:
http://blog.stcloudstate.edu/ims?s=vr

ALA Games and Gaming Roundtable

The Games and Gaming Roundtable is now accepting conference presentation proposals on games and gaming in libraries for the American Library Association Midwinter Conference, January 20-24, 2017 in Atlanta, Georgia. Presenters will be required to provide either a twenty-minute presentation with Q & A or an hour-long hands on workshop.

Proposals are due September 9th, 2016.

Please include the names and email addresses of the presenters, and the title, a short description, and 200 word abstract of your proposal.

If you have any questions please don’t hesitate to contact me at thematthewmurray@gmail.com.

Please pass this message on to any people you feel may find it relevant.

Regards,

Matthew Murray

Chair, GameRT Program Planning Committee

Email: thematthewmurray@gmail.com

Twitter: @MidniteLibrary

MLIS 2015, School of Library, Archival & Information Studies (SLAIS), UBC

Webmaster, ASIS&T Digital Libraries Special Interest Group

Digital Services Chair, BCLA Readers’ Advisory Interest Group

Blogs and other projects: thematthewmurray.weebly.com

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.

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