Archive of ‘gamification’ category

International Journal of Game-Based Learning

International Journal of Game-Based Learning (IJGBL)

Editor-in-Chief: Patrick Felicia (Waterford Institute of Technology, Ireland)
Published Quarterly. Est. 2011.
ISSN: 2155-6849|EISSN: 2155-6857|DOI: 10.4018/IJGBL

Description

The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.

Topics Covered

  • Adaptive games design for Game-Based Learning
  • Design of educational games for people with disabilities
  • Educational video games and learning management systems
  • Game design models and design patterns for Game-Based Learning
  • Instructional design for Game-Based Learning
  • Integration and deployment of video games in the classroom
  • Intelligent tutoring systems and Game-Based Learning
  • Learning by designing and developing video games
  • Learning styles, behaviors and personalities in educational video games
  • Mobile development and augmented reality for Game-Based Learning
  • Motivation, audio and emotions in educational video games
  • Role of instructors
  • Virtual worlds and Game-Based Learning

Mission

The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

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

Stanford VR Project

Stanford VR Project Shows Students Oceans of the Future

By Dian Schaffhauser 10/19/16

https://thejournal.com/articles/2016/10/19/stanford-vr-project-shows-students-oceans-of-the-future.aspx

A new, free virtual reality program allows users to explore just what happens as climate change kills off coral reefs. The Stanford Ocean Acidification Experience is a free science education tool that takes students to the bottom of the sea and then fast-forwards their experience to the end of this century, when, as scientists predict, many coral reefs are expected to corrode through ocean acidification. By putting the experience in VR, the collaborators say they are hoping to change people’s behavior in the real world.

The project came out of Stanford’s Virtual Human Interaction Lab, which created a related 360-degree video project that also examines the problem of global warming and its impact on the ocean’s life forms. But it’s the VR version that allows the viewer to deep-sea dive and collect samples off of the ocean floor.

The lab created the software in partnership with marine biologists Fiorenza Micheli from Stanford and Kristy Kroeker, formerly at Stanford and now at the University of California, Santa Cruz, as well as Roy Pea, a professor at Stanford’s Graduate School of Education. The development process took two years to recreate a virtual replica of an actual rocky reef around the Italian island of Ischia

A related video, “The Crystal Reef,” filmed in 360 degrees and developed as part of a master’s degree project by a lab member, premiered during the Tribeca Film Festival earlier this year. There, people could watch the film on VR headgear. “We had a line of dozens of people for 11 hours a day, six days straight,” said Bailenson, in a Stanford article about the project.

The VR project has also gone to Washington, where lawmakers and staffers tried it out during a Capitol Hill event organized by non-profit Ocean Conservancy.

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more on virtual reality in this IMS blog

https://blog.stcloudstate.edu/ims?s=virtual+reality

VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury
1. For new research: using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson.
2. For coding and 3D design: According to Bob Nilsson, director of Vertical Solutions Marketing for Extreme Networking, the University of Maryland, College Park, now offers a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR. Conrad Tucker, an assistant professor of engineering at Pennsylvania State University, has received funding to build a virtual engineering lab where students hold, rotate, and fit together virtual parts as they would with their real hands.

3. For anatomy and dissection: Said one Extreme Networks survey respondent, “Our students have been developing a VR model of a cow’s anatomy for dissection and study. You have the ability to drill down to the circulatory system, brain, muscle, skeleton, etc. Our applied tech program is using VR in conjunction with Autocad for models of projects they design.”

4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.

5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program. Google Expeditions was cited in the survey as one of the most popular sources of VR content, but with the complaint that it was a restricted program.

use of VR in education

comment:
Thomas S. McDonald ·

Virtual reality may have its place, but until traditional education moves away from their 20th century teaching methodology and replaces it with educationally innovative, 21st century learning methodology, within a blended and flipped learning environment, virtual reality is currently, much ado about nothing.
Unless any new application is educationally innovative and directly and measurably contributes to effective, efficient, consistent, affordable, relevant advanced student success outcomes for ALL students, future innovations must wait for current innovations to be implemented.
This process of appriate choice and appropriate implemention must start at the top and be beta tested for measured student success before its rolled out system wide.

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

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interactive tools for the classroom

interactive tools for the classroom https://getkahoot.com/

https://padlet.com/

https://www.tes.com/

http://flippity.net/

https://edpuzzle.com/

 

examples:
my Kahoot example:
https://play.kahoot.it/#/k/aeaf057c-36eb-4b93-bed5-69e9e6d48d07
please share yours; here some guides and directions to create it:
http://www.weareteachers.com/blogs/post/2015/12/01/best-of-teacher-helpline!-12-ways-to-use-kahoot!-in-your-classroom
https://www.youtube.com/watch?v=pFFv6_6was4

my Padlet example:  https://padlet.com/pmiltenoff/2l0s9cn9yghw
pls share yours; here some guides and directions:
http://www.coolcatteacher.com/how-to-use-padlet-fantastic-tool-teaching/
https://padlet.com/fbush/howtousepadlet101

my Blendspace example:
https://www.tes.com/lessons/ERYobfAgoi1kYg/
pls share yours; here some guides and directions:
https://www.tes.com/lessons/B2zzqDAF-gvk1Q/intro-to-blendspace

my Flippity.net example (Google account needed):
http://www.flippity.net/qs.asp?k=1T385tFq_wyGivbxGeoflLquePd2qghpmaPWhJiCTLp4
pls share yours; here some guides and directions:
http://flippity.net/
http://www.flippity.net/QuizShow.asp
Flippity.net: Flashcards Instructions
Flippity.net: Random Name Picker Instructions
How to Create a Quiz Show With Flippity.net – YouTube

my Edpuzzle example (Google classroom compliant) :
https://edpuzzle.com/assignments/580687fe959b16ae749e321e/watch
pls share yours; here some guides and directions

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more on interactivity in education in this IMS blog:

https://blog.stcloudstate.edu/ims?s=interactivity

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educational game on IT ‐ security

IP‐Please, design and development of an educational game on IT‐security
Peter Mozelius, Charlotte Lesley and Ola Olsson
Department of Computer and Systems Sciences, Stockholm University, Sweden

https://www.researchgate.net/publication/308947931_IP-Please_design_and_development_of_an_educational_game_on_IT-security
Abstract:
Game‐based learning is a research field with rich discussions on the use of games in educational contexts. Many of the educational games that exist today focus on subjects such
as Language learning, Mathematics and History, and fewer on subjects in Computer Science
and IT‐security. Dissemination of information about IT‐security is important in today’s digital
society not at least in the industry. As an example many firewalls today are misconfigured
leading to decreased security at the same time as it is hard to motivate students or employees to read long detailed and tedious PDF‐files with security information. Might
things like firewall configuration instead be learnt by an educational game and how to design
a learning game that could be used in university courses on IT‐security?

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more on gaming and gamification in this blog:

https://blog.stcloudstate.edu/ims?s=gaming
https://blog.stcloudstate.edu/ims?s=gamification

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:

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

blockchain credentialing

AAEEBL (The Association for Authentic, Experiential and Evidence-Based learning) starts the Baston Blog

Blockchain Credentialing: What Impact Will it Have?
Posted By Trent Batson Ph. D.

blockchain credentialing, big news since the MIT Media Lab offered an open source means of credentialing using blockchain technology (the technology behind bitcoin).

Blockchain credentialing makes verification of credentials much simpler and less time consuming, according to the articles I’ve collected below.  Even IBM has entered the arena.

As with badges, we in the eportfolio world need to be aware of the trend toward blockchain credentialing.  I’ve sorted through the links below so I could select those I thought would be most useful for you.

http://www.learningmachine.com/credentials.html

https://www.edsurge.com/news/2016-06-07-mit-media-lab-introduces-blockchain-technology-for-credentials

https://campustechnology.com/articles/2016/05/16/how-blockchain-will-disrupt-the-higher-education-transcript.aspx — the Phil Long interview

https://www.gartner.com/doc/3279217/reinventing-education-credentials-using-blockchain

https://bitcoinmagazine.com/articles/holberton-school-begins-tracking-student-academic-credentials-on-the-bitcoin-blockchain-1463605176

https://www.linkedin.com/pulse/blockchain-identity-credentials-enough-eric-korb?articleId=8359553479741654341

http://thenewstack.io/one-school-using-bitcoin-blockchain-authenticate-degrees/

https://console.ng.bluemix.net/docs/services/blockchain/index.html

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more on badges in this blog

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

badges blueprint

Supporting Student Engagement and Recognizing Learning With Digital Badges

Veronica Diazhttps://www.league.org/innovation-showcase/supporting-student-engagement-and-recognizing-learning-digital-badges

Digital badges unify the learning that happens in these diverse contexts—often at a relatively granular level—with a common and portable representation of achievement.

Digital badges:

  • include a consistent set of metadata or information about the nature of the assessment, experience, or criteria that led to the skills or competency-based outcomes represented;
  • incorporate authentic evidence of the outcome being certified;
  • can be shared, displayed, or pulled into different kinds of platforms and environments in both human-readable and machine-readable formats;
  • can be distributed in a simple, consistent format, fostering relationship building, networking, and just-in-time career development opportunities;
  • are searchable and discoverable in a range of settings; and
  • offer data and insights about how and where they are used, valued, and consumed.

As a marker of achievement, a digital badge looks both backward and forward at the same time: backward to the experience or assessment that was completed to qualify for it, and forward to the benefits, rewards, or new opportunities available to those who have earned it.

Some of the possibilities you might consider include:

  • Serving as an alternate qualification for lifelong learning. Degrees and licenses certify summative achievements often following formal education programs or courses of study; do your digital badges provide official certification recognizing learning that is more granular, formative, or incremental?
  • Surfacing, verifying, or sharing evidence of achievement. How can we surface discrete evidence that certifies a skill or accomplishment, and by doing so arm learners with official recognition they can use toward new opportunities? Does validating and making a specific success or outcome more visible, portable, and sharable help a learner move successfully from one learning experience to the next?
  • Democratizing the process of issuing credit. How can we empower anyone who can observe or assess meaningful achievements to issue digital recognition of those accomplishments, even if that means that credential issuing becomes less centralized?
  • Exposing pathways and providing scaffolding. How can we better suggest or illuminate a path forward for learners while also enabling that pathway and progress to be shared with an external audience of peers or potential employers?
  • Supporting ongoing engagement. How can digital badges support learners incrementally as they progress through a learning experience? Can we enhance motivation before and after the experience?

The process for developing an effective badge system can be broken into steps:

  1. Create a badge constellation. A constellation is a master plan or blueprint that shows all of the badges you intend to offer and how they relate to core themes or to each other.
  2. Map meaning to each badge and to the overall badge system. Ensure that each part of your constellation has a value to the earner, to your organization, and to those who would reward or offer opportunities to bearers of each badge.
  3. Identify or develop an assessment strategy. How will you know when an earner is ready to receive a badge? Are existing assessments, observation opportunities, or measures already in place, or does your system require new ways to determine when an individual has qualified for a digital badge or credential? What activities or work will be assessed, and what evidence can accompany each issued badge?
  4. Determine relationships within the system and how learners progress. Is your plan one that shows progress, where components build on one another? How does one badge relate to another or stack to support ongoing personal or professional development?
  5. Incorporate benefits, opportunities, and rewards into the system. Work backwards from the benefits that will be available to those who earn badges in your system. Does each badge serve a greater purpose than itself? What doors does it unlock for earners? How will you communicate and promote the value of your badges to all constituents?
  6. Address technology considerations. How will you create and issue badges? Where and how will the badges be displayed or consumed by other systems and platforms in which they realize their potential value?
  7. Develop an appropriate graphic design. While the visual design is but one element of a badge rich with data, how an achievement is visually represented communicates a great deal of additional information. Digital badges offer a unique and powerful opportunity to market the skills and capabilities of those who complete your programs, and badges promote your initiatives as well as your organization and what it values.

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more on badges in this blog

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

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