Archive of ‘gaming’ category

game consoles

Microsoft kills off Xbox 360 after more than a decade

http://www.telegraph.co.uk/technology/2016/04/21/microsoft-kills-off-xbox-360-after-more-than-a-decade/

more about game consoles in this IMS blog:
http://blog.stcloudstate.edu/ims?s=xbox

virtual reality


fit game education

The Fit Children of Seinäjoen

http://www.spiegel.de/international/tomorrow/nutrition-how-finland-has-solved-the-problem-of-obese-children-a-1088256.html

My note: the Spiegel article is about obesity and fitness, but I see if very congruent with gamification

But what are the Finns doing right? The answer is multifaceted and likely has something to do with the Finnish mentality, which tends to take an uncomplicated, pragmatic approach to problems.

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More on the Finland phenomenon in this IMS blog:

http://blog.stcloudstate.edu/ims?s=finland+phenomenon

digital badges in education

Digital Badges in Education: Trends, Issues, and Cases.

https://www.routledge.com/products/9781138857605

In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.

digital badges

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Badges and Leaderboards: Professional Developments for Teachers in K12

digital badges

http://www.shakeuplearning.com/blog/more-ideas-for-badges-in-professional-learning/

Why should I bother earning badges?

http://www.connectededucators.org/cem-digital-badges-faq/

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Canvas Badges:

https://canvas.instructure.com/courses/904071

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Edmodo Badges:

http://www.helloliteracy.com/2012/09/technologically-speaking-currently.html

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issues to consider:

digital badges: issues to consider

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More on badges and gaming in education in this IMS blog:

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

games and badges in education

U Massachusetts Launches its First Online Badge Program

https://campustechnology.com/articles/2016/03/17/u-massachusetts-launches-its-first-online-badge-program.aspx

By Joshua Bolkan, 03/17/16

The University of Massachusetts’ online consortium, UMassOnline, has launched its first non-credit badge program.

Teaching with Call of Duty, World of Warcraft Subject of New Penn State Course

https://thejournal.com/articles/2016/03/18/teaching-with-call-of-duty-world-of-warcraft-subject-of-new-penn-state-course.aspx

By Dian Schaffhauser, 03/18/16

Gaming 2 Learn,” part of Learning Design & Tech, is being offered online to current and future educators through the university’s World Campus. Instructor Ali Carr-Chellman, who once published an article on the Huffington Post titled, “We Need More Games in Schools,”

Students who participate in the course will do a project in which they pick a commercial game and describe how it integrates with their chosen content area. They also need to watch kids play their favorite games and play alongside them, then reflect on those experiences.

More on gaming in this blog:

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

more on badges in this blog:

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

tech lib conference 2016

http://2016libtechconference.sched.org/event/69f9/come-on-down-gaming-in-the-flipped-classroom#

avatar for Angie Cox

Angie Cox

Instruction and Liaison Librarian, University of Northern Iowa
games and gamification. the semantics are important. using the right terms can be crucial in the next several years.

gamification for the enthusiasm. credit course with buffet. the pper-to-peer is very important

gaming types

affordability; east to use; speed to create.

assessment. if you want heavy duty, SPSS kind of assessment, use polldaddy or polleverywhere.
Kahoot only Youtube, does not allow to upload own video or use Kaltura AKA Medispace, text versus multimedia
Kahoot is replacing Voicethread at K12, use the wave

Kahoot allows to share the quizzes and surveys
Kahoot is not about assessment, it is not about drilling knowledge, it is about conversation starter. why do we read an article? there is no shame in wrong answer.

the carrot: when they reach the 1000 points, they can leave the class

Kahoot music can be turned off, how short, the answers are limited like in Twitter

Quizlet

screenshot their final score and reach 80%

gravity is hard, scatter start with. auditory output

drill game

Teach Challenge.

1st day is Kahoot, second day is Team challange and test

embed across the curriculum

gaming toolkit for campus

 

what to take home: have students facing students from differnt library

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http://sched.co/69f2

Putting it all together: a holistic approach to utilizing your library’s user data for making informed web design decisions 

In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.

http://tinyurl.com/jbchapf

data tools: user testing, google analytics, click trakcer vendor data

  1. user testing, free, no visualization, cross-domain, easy to use, requires scripts
    qualitative q/s : why people do what they do and how will users think about your content
    3 versions: variables: options on book search and order/wording of the sections in the articles tab
    Findings: big difference between tabs versus single-page. Lil difference btw single-page options. Take-aways it won’t tell how to fix the problem, how to be empathetic how the user is using the page
    Like to do in the future: FAQ and Chat. Problem: low use. Question how to make it be used (see PPT details)
  2. Crazy Egg – Click Trackers. not a free tool, lowest tier, less $10/m.
    see PPT for details>
    interaction with the pates, clicks and scrollings
  3. scroll analytics
    not easy to use, steep learning curve
    “blob” GAnalytics recognize the three different domains that r clicked through as one.
  4. vendor data: springshare
    chat and FAQ
    Libguides

questions:

is there a dashboard tool that can combine all these tools?
optimal workshop: reframe, but it is more about qualitative data.
how long does it take to build this? about two years in general, but in the last 6 months focused.

artificial-intelligence engine https://www.technologyreview.com/s/600984/an-ai-with-30-years-worth-of-knowledge-finally-goes-to-work/,
Doug Lenat

clickers and mobile devices

Transform Classroom Dynamics with Clickers and/or Mobile Devices

Getting Students more involved in classroom presentations and assessing their interest is always part of an educator’s goal. Student Response Systems (SRS), also called audience response systems or more commonly “clickers,” have been around in university lecture halls in one form or another for more than two decades.

iclicker_CampusTechnologyGameChanger_onlinefinal

Trends Tomorrow’s Teaching and Learning Environments

Innovating Pedagogy: Which Trends Will Influence Tomorrow’s Teaching and Learning Environments?

Stefanie Panke

In November 2015, the Open University released the latest edition of its ‘Innovating Pedagogyreport, the fourth rendition of an annual educational technology and teaching techniques forecast. While the timelines and publishing interval may remind you of the Horizon Report, the methodology for gathering the trends is different.

The NMC Horizon Team uses a modified Delphi survey approach with a panel of experts.

Teaching and Learning Environments

10 Innovative Pedagogy Trends from the 2015 Edition:

  1. Crossover Learning: recognition of diverse, informal achievements with badges.
  2. Learning through Argumentation: To fully understand scientific ideas and effectively participate in public debates students should practice the kinds of inquiry and communication processes that scientists use, and pursue questions without known answers, rather than reproducing facts.
  3. Incidental Learning: A subset of informal learning, incidental learning occurs through unstructured exploration, play and discovery. Mobile technologies can support incidental learning. An example is the app and website Ispot Nature.
  4. Context-based Learning: Mobile applications and augmented reality can enrich the learners’ context. An example is the open source mobile game platform ARIS.
  5. Computational Thinking: The skills that programmers apply to analyze and solve problems are seen as an emerging trend . An example is the programming environment SCRATCH.
  6. Learning by Doing Science with Remote Labs:  A collection of accessible labs is ilab
  7. Embodied learning: involving the body is essential for some forms of learning, how physical activities can influence cognitive processes.
  8. Adaptive Teaching: intelligent tutoring systems – computer applications that analyse data from learning activities to provide learners with relevant content and sequence learning activities based on prior knowledge.
  9. Analytics of Emotions: As techniques for tracking eye movements, emotions and engagement have matured over the past decade, the trend prognoses opportunities for emotionally adaptive learning environments.
  10. Stealth Assessment: In computer games the player’s progress gradually changes the game world, setting increasingly difficult problems through unobtrusive, continuous assessment.

6 Themes of Pedagogical Innovation

Based upon a review of previous editions, the report tries to categorize pedagogical innovation into six overarching themes:

 “What started as a small set of basic teaching methods (instruction, discovery, inquiry) has been extended to become a profusion of pedagogies and their interactions. So, to try to restore some order, we have examined the previous reports and identified six overarching themes: scale, connectivity, reflection, extension, embodiment, and personalisation.”

  1. Delivering education at massive scale.
  2. Connecting learners from different nations, cultures and perspectives.
  3. Fostering reflection and contemplation.
  4. Extending traditional teaching methods and settings.
  5. Recognizing embodied learning (explore, create, craft, and construct).
  6. Creating a personalized path through educational content.

Further Reading

Follow these links to blog posts and EdITLib resources to further explore selected trends:

full article can be found here:

Innovating Pedagogy: Which Trends Will Influence Tomorrow’s Teaching and Learning Environments?

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