Archive of ‘gamification’ category

IM554 discussion on GBL

IM554 discussion on Game Based Learning

Here is the “literature”:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re

Here are also Slideshare shows from conferences’ presentations on the topic:

https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach

https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings

Topic :Gaming and Gamification in Academic Settings

  1. Intro: why is it important to discuss this trend
    1. The fabric of the current K12 and higher ed students: Millennials and Gen Z
    2. The pedagogical theories and namely constructivism
      1. Csikszentmihalyi’s “flow” concept (being in the zone)
      2. Active learning
      3. Sociocultural Theory
      4. Project-Based Learning
    3. The general milieu of increasing technology presence, particularly of gaming environment
    4. The New Media Consortium and the Horizon Report

Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?

  1. Definition and delineation
    1. Games
    2. Serious Games
    3. Gamification
    4. Game-based learning
    5. Digital game-based learning
    6. Games versus gamification
    7. Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?

  1. Gaming and Gamification
    1. Pros
    2. Cons
    3. Debates

Discussion: Which side are you on and why?

  1. Gaming and Gamification and BYOD (or BYOx)
    1. gaming consoles versus gaming over wi-fi
    2. gaming using mobile devices instead of consoles
    3. human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (https://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?

  1. Gaming in Education
    1. student motivation, student-centered learning, personalized learning
    2. continued practice, clear goals and immediate feedback
    3. project-based learning, Minecraft and SimCity EDU
    4. Gamification of learning versus learning with games
    5. organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
    6. the “chocolate-covered broccoli” problem

Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?

  1. Gaming in an academic library
    1. why the academic library? sandbox for experimentation
    2. the connection between digital literacy and gaming and gamificiation
    3. Gilchrist and Zald’s model for instruction design through assessment
    4. the new type of library instruction:
      in house versus out-of-the box games. Gamification of the process
      http://web.stcloudstate.edu/pmiltenoff/bi/

Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?

  1. Gaming, gamification and assessment (badges)
    1. inability of current assessments to evaluate games as part of the learning process
    2. “microcredentialing” through digital badges
    3. Mozilla Open Badges and Badgestack
    4. leaderboards

Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?

Netlix and HBO on VR

Netflix and HBO launch virtual reality apps on Google Play

Jacob Siegal  http://bgr.com/2016/12/12/netflix-hbo-vr-android-apps/

The content itself isn’t VR, just the digital venue.
Along with these three apps, Google has also brought NextVR to Daydream, which is the only app of the bunch that actually offers 360-degree, 3D video. With Netflix VR, HBO VR, NextVR, Hulu VR and Google Play Movies & TV, Daydream has suddenly become the undisputed leader of VR video.
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More on on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr

VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury, Managing Editor, @eSN_Meris
October 17th, 2016
Stansbury, M. (2016, October 17). 5 ways virtual reality is being used in education right now. Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/10/17/5-ways-virtual-reality-used-education-right-now/
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is 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. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
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.
3. For anatomy and dissection:
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.

VR and education

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Devaney, L. (2016). Teachers say virtual reality would boost engagement. Retrieved from http://www.eschoolnews.com/2016/07/26/teachers-say-virtual-reality-would-boost-engagement/

July 26th, 2016

Sixty percent of surveyed teachers said they would like virtual reality to become a part of their students’ learning experience, according to the study from Samsung Electronics America, Inc. and GfK.

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Virtual reality helping Calif. students overcome learning barriers | eSchool News. (2016, June). Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/06/21/virtual-reality-helping-calif-students-overcome-learning-barriers/

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

Save

Save

Credly Badges on Canvas

Credly Badges Now Available Through Canvas

By Rhea Kelly 01/09/17

https://campustechnology.com/articles/2017/01/09/credly-badges-now-available-through-canvas.aspx

Students can now earn digital badges when they complete modules in Canvas, thanks to a new partnership between Credly and the learning management system from Instructure.

“Digital badges are a powerful and employer-friendly complement to grades and other information traditionally found on a college transcript,” said Brenda Perea, instructional design project manager at Colorado Community College System, which deployed an early pilot of Credly Learning Edition for Canvas.

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

IWB market grows

Interactive Whiteboard Market to See Resurgence in the Face of Skepticism, Disdain

By Richard Chang 12/20/16\

https://thejournal.com/articles/2016/12/20/global-interactive-whiteboard-market-to-grow-7-percent-through-2020.aspx

The global interactive whiteboard (IWB) market is expected to make a comeback and grow at a compound annual growth rate of almost 7 percent from 2016 through 2020, according to a recent report issued by London-based tech market research firm Technavio.

Respondents to THE Journal’s two recent surveys, the 2016 Readers’ Choice Awards and “Teaching with Technology,” expressed both positive and negative sentiments about interactive whiteboards.

And according to THE Journal’s “Teaching with Technology” survey published in September, 68 percent of teachers who responded use interactive whiteboards in the classroom, while 8 percent have IWBs on their wish list, and 4 percent will be using them within one year. At the same time, however, 20 percent of respondents said that IWBs would be dead and gone within the next decade, ranking second only to desktop computers

In addition to blended learning, which includes gamification, social learning and bring-your-own-device (BYOD) policies, Technavio analysts highlighted the following factors that are contributing to the growth of the IWB market:

  • Technological advancements;
  • Need for experimental learning; and
  • Enhanced compatibility with digital content.

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more on interactive white boards in this IMS blog
https://blog.stcloudstate.edu/ims?s=interactive+boards

cartoons humor learning

Creating Cartoons to Spark Engagement, Learning

http://www.toondoo.com/

my note:
Avoid using infographics for purposes, which toodoo can serve.
Infographics are for about visualization of stats, not just visualization.
#FindTheRightTool
By Vicki E. Phillips
As instructors, we are constantly looking for new ways to capture our students’ attention and increase their participation in our classes, especially in the online modalities. We spend countless hours crafting weekly announcements for classes and then inevitably receive multiple emails from our students asking the very same questions that we so carefully and completely answered in those very same announcements! The question remains, how do we get them to read our posts?
It was precisely that problem I was trying to solve when I came across several articles touting the benefits of comics in higher education classrooms. I knew I couldn’t create an entire comic book, but I wondered if I could create a content-related cartoon that would not only capture students’ attention and maybe make them laugh, but also interest them enough that they would read the entire announcement or post. In doing so, I would be freed from responding to dozens of emails asking the same questions outlined in the announcements and students could focus on the homework.
A quick Internet search led me to a plethora of free “click and drag” cartoon making software applications to try. I started posting my own cartoons on characters, themes, etc. on the weekly literature we were studying in my upper division American and Contemporary World Literature classes, as well as to offer reminders or a few words of encouragement. Here’s an example of one I posted during week 7 of the semester when students can become discouraged with their assignment load: http://www.toondoo.com/cartoon/10115361
After a positive response, I decided to provide my online students the opportunity to try their hand at cartoon creation. I created a rubric and a set of instructions for an easy to use, free program that I had used, and I opened up the “cartoon challenge” to the students. The results were nothing short of amazing—what intrigued me the most was the time and effort they took with their cartoons. Not only did they create cartoons on the story we were reading, but they also wrote additional posts explaining their ideas for the creation, discussing why they chose a particular scene, and identifying those elements pertinent to the points they were making. These posts tended to receive many more substantial comments from their peers than the traditional discussion board posts, indicating they were being read more.
When students in my face-to-face course heard about the cartoons, they asked to try this approach as well. Their cartoons, shared in class via the overhead projector, led to some of the most engaging and interesting discussions I have ever had in the residential literature classes as students explained how they came up with the elements they chose, and why they picked a certain scene from the reading. The positive student feedback has been instrumental in my continuing to offer this option in both my online and face-to-face classes.
How does one get started in making these cartoons? The good news is you do not have to be an artist to make a cartoon! There are free programs with templates, clip art, and all the elements you would need to click and drag into place all those wonderful ideas you have simmering in your brain. My favorite to use is ToonDoo, available at http://toondoo.com. I like it because there are literally hundreds of elements, a search bar, and it lets me customize what I want to say in the dialog bubbles. It is very user friendly, even for those of us with limited artistic ability.
The whole experience has been overwhelmingly positive for me, and judging from the feedback received, for the students as well. It has also reminded me of one of my teaching goals, which is to incorporate more activities which would fall under assimilating and creating aspects of Bloom’s Taxonomy (Bloom’s Revised Taxonomy, 2001). If that is your goal as well, then try inserting a cartoon in those weekly announcements and ask for feedback from your students—I think you’ll be pleasantly surprised!
References:
Armstrong, Patricia (n.d.) Bloom’s Taxonomy, Vanderbilt University, Center for Teaching. Retrieved from https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/#2001
Pappas, Christopher (2014) The 5 Best Free Cartoon Making Programs for Teachers. Retrieved from: https://elearningindustry.com/the-5-best-free-cartoon-making-tools-for-teachers
Vicki E. Phillips is an assistant professor of English and Literature at Rasmussen College, Ocala, Fla.

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cartoons for historians and history teaching / learning:
http://www.historycomics.net/

http://www.readingwithpictures.org/

http://www.freetech4teachers.com/2016/10/10-ideas-for-using-comics-in-your.html

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

more on create infographics in this IMS blog:
https://blog.stcloudstate.edu/ims/2014/04/09/infographics-how-to-create-them/

instagram best social media

Shipley, K. (2016, December 19). Why Instagram is the Best Social Media App of 2016 and Possibly 2017. Retrieved December 20, 2016, from https://www.linkedin.com/pulse/why-instagram-best-social-media-app-2016-possibly-2017-shipley

Instagram positioned itself as the third most popular social media app and the best social media app of 2016.

Twitter saw a decrease in users over the past year and even death of their beloved 6-second video-clip sharing app, Vine.

In an article entitled ‘Why Vine Died,’ Casey Newman reported the following, “Former executives say that a major competitive challenged emerged in the form of Instagram, which introduced 15-second video clips in June 2013.

Instagram remained stable with the introduction of new features like stories and video channels, resources of it’s parent company, Facebook, and the introduction of ads to the platform that look very similar to the posts in a user’s feed.

In addition to a total logo redesign, Instagram shifted its focus from just pictures, to longer video (from 15 sec. to one minute) and direct messaging features, such as group posts and disappearing video. Explore Channels in Discover let people discover new photo and video content based on interests. Instagram Stories added a new element to the Instagram experience showing highlights from friends, celebrities and businesses one follows without interfering with their feed. Instagram also caters to business needs through its Instagram for Business platform that allows for instant contact, detailed analytics and easy-to-follow linked content.

Most recently, Instagram released live video in their stories feature. Users can start a live stream in their Instagram story and view comments and feedback from their viewers in real time! This feature is similar to apps like musical.ly and live.ly which has over 80 million users and 62% of its users are under 21.

#StudentVoices #MillennialMondays #WhatToWatch

#MillennialMondays is a new series that aims to discuss relevant topics on careers and business from a millennial perspective.

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

interactive historical map

Chronas – Interactive Historical Map and Data Sets

http://www.freetech4teachers.com/2015/12/chronas-interactive-history-map-and.html

http://chronas.org/history

My note: it is not about history ONLY, it is about gamifying your lesson plan.

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more on history in this IMS blog
https://blog.stcloudstate.edu/ims?s=history
more on digital storytelling in this IMS blog:
https://blog.stcloudstate.edu/ims?s=digital+storytelling
more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

mobile learning tips

Tap into These 5 Tips for Mobile Learning

A master in mobile learning shares his best advice for rebooting your instruction.

By Dian Schaffhauser 12/13/16

https://campustechnology.com/articles/2016/12/13/tap-into-these-5-tips-for-mobile-learning.aspx

1) Find Out What Devices Are Really in Use

instructors have to take device choices into consideration when they’re choosing apps

2) Teach Not Just for Consumption but for Curation

Students use their phones to capture video or audio interviews and post them to Twitter’s live streaming service, Periscope, at various times throughout the course.

3) Try Texting for Exam Review

As an alternative, he began texting review questions every few hours for the next exam and found that he was getting a “much higher frequency of interaction.” Teacher Text, as he called it, never supplied the answers, just questions — sometimes multiple choice and other times open-ended. To keep students’ interest, he’d use at least a few of those questions on the actual test. “They’re going to be more inclined to pay attention to every question because I may give them 50 questions of review and have four or five of those on the test,” he said.

The result: “Grades started to climb pretty quickly.”

4) Perform Safe Texting, but Try It Everywhere

adopted remind from iKeepSafe, a free service that provides an interface between the teacher and the students for the purposes of texting. The tool has simplified the process of instructor texting, a practice that has overall helped students “to feel more connected.”

5) Fit Your Mobile Approach to Your Subject

[flashcard apps] like Quizlet and StudyBlue that can replicate the ongoing study or rehearsal of learning

might stream a quick lesson on the fly through Periscope or hold a 15-minute class discussion through a chat on Twitter.

“I’ll just say, ‘Here’s my hashtag, and I’m going to be live here at 9 to 9:15 p.m. Central time,'” he explained. He typically intends to broadcast a question about every five minutes and allow people to respond. “It’s interesting. You shoot out one question and you get bombarded. People are putting resources in there. In 15 minutes, I’ve barely gotten two questions off. But they have the hashtag and they can go back and harvest the resources that other people put up.”

6) Channel Your Students

Speak the language your learners listen in.’

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

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

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