http://campustechnology.com/articles/2014/12/04/stratasys-launches-free-3d-printing-curriculum.aspx
Here is a link to the first unit: web.stcloudstate.edu/informedia/3dprint/U01.zip
The documents are big (up to 400MB). Please let us know, if you want to work together.
The underlying assumption of an education system that relies so heavily on test-based assessment is that content is what matters.
For those who prioritize learning that can be measured using only quantitative assessments, game-based learning probably just looks like a way to increase student engagement and content retention. It might seem like a complex workbook, or an entertaining quiz. Perhaps game-based learning looks like a great tool for practice and drilling, like a super sophisticated flash-card system that makes memorization more fun. But this kind of thinking doesn’t take into account the broader understanding of what matters. Game-based learning is a great classroom tool because it allows for interdisciplinary learning through contextualized critical thinking and problem solving.
Games in the classroom can encourage students to understand subject matter in context — as part of a system. In contrast to memorization, drilling, and quizzing, which is often criticized because it focuses on facts in isolation, games force players to interact with problems in ways that take relationships into account. The content becomes useful insofar as it plays a part in a larger multi-modal system.
Definition
Game-based learning is an instructional method that allows students to experience, understand, and solve problems in the world of a particular subject, or system, from the inside.
One promise of game-based learning is that it has the potential of building comprehension and literacy rather than retention. It does this by combining instruction, practice, and assessment. Teachers become the facilitators of a process where instruction is experiential. Practice is project based, requiring students to solve new problems and address new challenges using the new ideas to which they’ve been introduced. And assessment no longer measures a student’s ability to regurgitate information, or to choose among multiple answers, but rather, to use the content, or subject matter, in context. Even more impressive is that in order to successfully manipulate one piece within a comprehensive and complex system, the students must understand every piece of the system.
http://blogs.kqed.org/mindshift/tag/games/
http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf
http://blogs.kqed.org/mindshift/2014/11/the-mindshift-guide-to-digital-games-and-learning
ey ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
http://www.instituteofplay.org/
Plan for today, Mon, Nov 17 class session:
Parent involvement in their children’s social emotional and academic development.
- Introduce myself, who I am, who do I work with. Why is it good to know IMS and consider working with IMS. How to contact us – 5 min
- Start with a video from the following IMS blog entry: https://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/ :
http://youtu.be/d5kW4pI_VQw – 2 min. What is the video about, how do students think it relates to their class (parent involvement in their children’s social emotional and academic development) – about 5 min
- Group work assignment – what is digital literacy and why is it important to people of all ages:
Students work in groups and outline a definition of digital literacy and a list of 5 reasons about the importance – 5 min
Study and discuss the following infographic (5 min)
https://blog.stcloudstate.edu/ims/2014/10/16/early-learners-tech-use/
For and against children spending time with technology. Gaming, social media, and computer use in general as addiction. “Disconnect/Unplugged” (Sherry Turkle) versus contemplative computing and similar meditative and contemplative practices: https://blog.stcloudstate.edu/ims/2013/11/05/getting-unplugged/
- Discussion on how does digital literacy vary between age groups; how do people from different ages communicate. How do they work together and help each other when learning about digital literacy. Who is the best source for students to learn about digital literacy (hint – IMS ;)) – 10 min
Suggested source for more information: The SlideShare presentation on the IMS blog entry: https://blog.stcloudstate.edu/ims/2013/05/01/on-digital-literacy/: http://www.slideshare.net/dajbelshaw/etmooc-t3-s1-digital-literacies-with-dr-doug-belshaw
- Discussion on digital identity, digital citizenship, privacy and security. – 10 min
https://blog.stcloudstate.edu/ims/2013/10/03/digital-identity-and-digital-citizenship/
- Questions and suggestions regarding
Please look at our blog entry:
https://blog.stcloudstate.edu/ims/2014/09/04/gamification-its-easier-than-you-think/
http://www.gc-solutions.net/blog/gamification-of-the-lms-a-step-towards-evolution-of-the-modern-lms/
my note: article is written for the corporate world, but there is no reason why not apply in higher ed.
While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.
two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.
- Certificates
- Collectible points that can be redeemed
- Discounts on new content
- Expert status
- Special privileges in the portal
- Fame on the Social Circuit: Leading professional networking site ‘LinkedIn’ has a popular gamification element that has worked very well among users.
Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:
- Know your audience well
- Provide real benefits
- Keep a close eye
- Keep evolving to make it fun
http://blogs.kqed.org/mindshift/2014/01/beyond-angry-birds-five-apps-that-test-your-physics-skills/
All the above games have physics in common but they’re also all in 2D. If students love these games, consider challenging them with 3D and even 4D games that put physics knowledge to the test. Valve’s Portal series is a great choice, or look into the equally mind-bending first-person games Antichamber or Quantum Conundrum, both of which go beyond the boundaries of Newtonian physics and Euclidean geometry.
http://blogs.kqed.org/mindshift/2014/10/a-problem-solving-game-for-teachers-and-administrators/
This activity empowers all stakeholders. It gives everyone an opportunity to share pain points and observations and to brainstorm solutions. By building a card deck of context-specific pain points and observations, there’s buy-in from the start. All participants have a vested interest in the cards they create. Likewise, the activity has enough structure built in to drive toward solutions.
http://blogs.kqed.org/mindshift/2014/10/survey-finds-teachers-underutilize-resources-for-digital-games-in-the-classroom/
Certain types of games are favored over others, and that duration plays a key part. “Teachers tend to use shorter form games that could be finished in a class period or just a few minutes. Because developers realize that teachers can fit a shorter form game into a classroom period, they’re going to make those games.”
http://blogs.kqed.org/mindshift/2014/06/surprising-insights-how-teachers-use-games-in-the-classroom/
http://www.nmc.org/news/announcing-horizon-report-europe-2014-schools-edition
Key Trends Accelerating Educational Technology Adoption in European Schools
“Growing Ubiquity of Social Media” and “Rethinking the Roles of Teacher” as fast trends accelerating the adoption of educational technology in European schools over the next one to two years.
Full report:
http://cdn.nmc.org/media/2014-nmc-horizon-report-EU-EN.pdf