Electronics Programming Merit Badge Kit
Electronics / Programming Merit Badge Kit – Spinner
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more on badges in this IMS blog
https://blog.stcloudstate.edu/ims?s=badges
Digital Literacy for St. Cloud State University
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more on badges in this IMS blog
https://blog.stcloudstate.edu/ims?s=badges
https://plus.google.com/105534112769509470626/posts/RkrCtvtfTcF
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more on history and maps in this IMS blog
https://blog.stcloudstate.edu/ims?s=history
https://blog.stcloudstate.edu/ims/2016/03/11/europe-history-map/
https://blog.stcloudstate.edu/ims/2016/02/25/multimedia-history-stories/
geo spatiality in this IMS blog
9th min of https://www.facebook.com/InforMediaServices/videos/334343290659789/ on https://blog.stcloudstate.edu/ims/2018/09/16/mapping-1968/
apps for world history
https://blog.stcloudstate.edu/ims/2017/04/13/apps-for-world-history/
timeline tools for history in education
https://blog.stcloudstate.edu/ims/2016/04/14/timeline-tools-for-history-and-education/
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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality
https://www.ets.org/Media/Products/perceptions.pdf
https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6
investigate behavioral and psychological metrics that could affect learner perceptions of technology
today’s learners spend extensive time and effort posting and commenting in social media and playing video games
Creating pleasurable learning experiences for learners can improve learner engagement.
uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)
How can we facilitate the gamefulness of gamification?
Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).
gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives
the design of seven game elements:
Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.
Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.
Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.
Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.
The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.
Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.
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. |
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:
How to download SPSS from the SCSU Web site
here are the snapshots:
Former German Foreign Minister Sigmar Gabriel speaks to DER SPIEGEL about his call for the country to take on a new global role and why Germans are underestimating the dangers posed by the current geopolitical situation.
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more on political science in this IMS blog
https://blog.stcloudstate.edu/ims?s=political+science
Tired of hearing all the reasons why you should be using Twitter, Facebook, LinkedIn, and other popular social media tools? Perhaps it’s time to explore social media tools in a supportive and engaging environment with a keen eye toward using those tools more effectively in your work.
Join us and social media guru and innovator Paul Signorelli in this four-week, highly-interactive eCourse as he explores a variety of social media tools in terms of how they can be used to organize information and communities. Together, you will survey and use a variety of social media tools, such as Delicious, Diigo, Facebook, Goodreads, Google Hangouts, LibraryThing, Pinterest, Twitter, and more! You will also explore how social media tools can be used to organize and disseminate information and how they can be used to foster and sustain communities of learning.
After participating in this eCourse, you will have an:
Part 1: Using Social Media Tools to Organize and Provide Access to Information
Delicious, Diigo, Goodreads, LibraryThing, and other tagging sites
Part 2: Organizing, Marketing, and Running Programs
Facebook, Pinterest, and other tools for engagement
Part 3: Expanding and Analyzing Community Impact
Twitter, Storify, and other microblogging resources
Part 4: Sustaining Engagement with Community Partners
Coordinating your presence and interactions across a variety of social media tools
trainer-instructional designer-presenter-consultant. Much of his work involves fostering community and collaboration face-to-face and online through libraries, other learning organizations, and large-scale community-based projects including San Francisco’s Hidden Garden Steps project, which has its origins in a conversation that took place within a local branch library. He remains active on New Media Consortium Horizon Report advisory boards/expert panels, in the Association for Talent Development (ATD–formerly the American Society for Training & Development), and with the American Library Association; adores blended learning; and remains a firm advocate of developing sustainable onsite and online community partnerships that meet all partners’ needs. He is co-author of Workplace Learning & Leadership with Lori Reed and author of the upcoming Change the World Using Social Media (Rowman & Littlefield, Autumn 2018).
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more on social media in libraries
https://blog.stcloudstate.edu/ims?s=social+media+library
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more on OculusGo in this IMS blog
https://blog.stcloudstate.edu/ims?s=oculus+go
Fortnite in this IMS blog
https://blog.stcloudstate.edu/ims?s=fortnite