My note: excellent Australian article, which presents a very strong point on digital literacies (metaliteracies, see URL below) from educators (versus library) perspective. Connected with game-based learning, it clearly renders the traditional perspective of information literacy as miniscules and the notion of digital literacy being “information literacy on steroids” as obsolete. It clearly shows that the “xxx-literacies” are clearly not a domain of the librarians and if the librarians do not wised up and allow other faculty who are “not librarians” to equally participate, they might well count with those faculty going on their own (as it is transparent from this article).
connections will be made between digital game-based learning and digital literacies to show that digital game-based learning is a powerful pedagogy that incorporates the elements of digital literacies. Through the adoption of game-based learning, digital literacies can be taught in context. Digital literacies are the skills that connect the learning content (curriculum) and digital games are the platform that these digital literacies can be practised within a meaningful context.
Digital literacies is an umbrella term that includes a combination of literacies – visual literacy, media literacy, collaborative literacy, ICT literacy, information literacy – that are needed to take an active, participatory role in life, now and in the future (Hague & Payton, 2010, p. 2).
Bawden (2008), cites Gilster (1997), who defines digital literacy as “an ability to understand and use information from a variety of digital sources and regard it as literacy in the digital age” (p.18).
Jisc, identify in their Digital Literacy Guidethat it is a concept that is contextual and it is not static. Change is imminent as new technologies develop “at breakneck speeds” (Becker, 2011, p. 76), therefore, it can be inferred the digital literacies required to use these new technologies need to be adaptable and flexible to these changes (Haste, 2009).
Cooper, Lockyer & Brown (2013), highlight this plurality by using the term “multiliteracies” which can be understood as synonymous with digital literacies. Cooper et al. (2013), explain multiliteracies is required as a “broader view of literacy” (p. 94), is needed as a result of the diverse range of communications tools, therefore, context is implied. Ng (2012) also highlights this idea that digital literacy is “the multiplicity of literacies associated with the use of digital technologies” (p. 1066). The combination of multiliteracies and technologies would also suggest that multimodality is an important element of digital literacy (McLoughlin, 2011) .
digital games (Pivec & Pivec, 2011), which can also be called computer games (Whitton, 2011), video games (Turkay, Hoffman, Kinzer, Chantes & Vicari, 2014) or serious games (Arnab et al., 2012) rather than gamification.
Digital game-based learning then is using digital games in the learning environment with the purpose of achieving learning aligned with learning theory.
Cognitive constructivism is a learning theory that game-based learning could be aligned (Orr & McGuinness, 2014; St-Pierre, 2011). This learning theory builds upon the theories of Piaget and Bruner, therefore, an important consideration in the digital game-based classroom would be that choosing games needs to fit the age and level of intellectual development the students are at (St-Pierre, 2011).
A major focus of the socio-constructivist learning theory is that of Vygotsky’s Zone of Proximal Development (St-Pierre, 2011). The learning is designed “just beyond what the learner can do” (Orr & McGuinness, 2014, p. 223) and takes them beyond where their knowledge already exists.
More on digital literacy (metaliteracy) and DGBL in this IMS blog:
there are two type of universities: the ones that are in control of change and the ones, which are pressed to change.
what kind of education is needed at this moment of history.
Assumptions: 5-10 years will be for a first time outcompeted in terms of delivering information and degrees. What is that the university can do distinctively well that WWW cannot do: mentored learning and the arc of learning (beyond collection of granular separate learning)
book: The New Division of Labor. http://www.amazon.com/The-New-Division-Labor-Computers/dp/0691124027
External forces of potential disruption: 1. MOOCs, nearly free education, 2. skilled-based learning (Codeacademy, Udacity), 3. data analytic 4. public pressure on access, metrics of impact.
Gartner group (http://www.gartner.com/technology/home.jsp) hype cycle : overvalued in a short term and undervalued in a long term. MOOC is excellent example.
NMC: competing models of education.
learning analytics. adaptive learning, intelligent tutoring etc. Open Learning Initative. http://oli.cmu.edu/
In the 19th century, railroads companies which were in the business of railroad companies went under; the ones which were in the business of transportation survived. Parallel, universities, which are in the business of delivering information will die out; the ones, which will survive must look to a very different picture.
game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.
My note: game-enhanced learning can be safely classified under “gamification”:
Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012).
More on the issue of gaming and gamification (including coding) in Scandinavian countries:
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
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:
With these tips and tools, you’ll be able to get connected with the people that matter most to you on Twitter.
Follow experts: Get useful information from other experts in your field.
Twitterholic: With Twitterholic, you’ll be able to find the most popular users on Twitter.
Make friends with your competition: It may seem counterintuitive, but connecting with your competition can help keep you in the know and well networked.
TwitterPacks: Check out this tool to locate people according to their interest group.
WeFollow: Find people by industry or hobby using WeFollow.
Follow back: When you discover new followers, be sure to follow them back if they are interesting or offer value to you.
Keep your follow ratio balanced: Follow too many people without being followed back, and you will seem spammy, but if you have lots of followers that you don’t follow back, you’ll come off as snobby.
Localtweeps: You can use this tool to filter tweets by zip code.
Participate in Twitter events: Be a part of #followfriday, #musicmonday, and similar events to be a part of the community.
Geofollow: Search for others in your location with this site.
Twitterel: With Twitterel, you can find users with common interests.
Twinfluence: Use Twinfluence to discover users with good reach, velocity, and social capital.
Twellow: Use Twellow to find Twitter users based on category.
Twitter Snipe: Twitter Snipe will auto follow users based on your niche.
Be patient: Amassing Twitter followers doesn’t happen overnight. Be patient, and you’ll build a group of valuable followers.
Search
Put Twitter’s massive amounts of information to work by using these search tips and tools.
Twitority: This search engine offers results based on Twitter users with authority.
TwitterLocal: Search for tweets around a specific area with the help of this tool.
Use keyword tricks: Take advantage of the advanced search option on Twitter.
Use quotation marks: If you’re looking for a specific term, put it in quotation marks to get better results.
Twithority: With Twithority, you’ll find Twitter search results with authority.
Use hashtags: If you come across a useful hashtag, click on it to see what else you’ll find.
Subscribe: Keep up with useful keywords and hashtags by setting up an RSS subscription for them.
Pay attention to trends: Stay on top of the latest in your field by seeking out and participating in trending topics. For instance, students enrolled in political science degree programs may want to follow trending topics related to upcoming local and state elections.
Retweetist: Retweetist shares popular trends, topics, and people using retweets on Twitter.
Tweet Volume: With this tool, you can find out if your keywords are popular on Twitter or not.
Tweetmeme: Check out Tweetmeme to learn about retweeting stats for articles on Twitter.
Twitt(url)y: Find out about hot news with this tool that sorts URLs by how frequently they are mentioned in tweets.
Twackle: With this aggregator, you’ll be able to find news and more in a single destination.
Twitter Sniffer for Brands: Twitter Sniffer makes it easy for you to keep track of conversations about you on Twitter.
Twuoted: Find popular quotes with this site that follows the #quote hashtag.
Tweet Scan: Follow Twitter conversations by keyword and category using Tweet Scan.
Monitter: Stay on top of 3 keywords at once with this keyword search tool.
Pay attention to timing: Monitor the most popular hours for your Twitter followers, then concentrate your most important messages in those hours for more effective tweeting.
Organization
With these tips and tools, you can keep all of your information on Twitter well organized.
Tweetdeck: Make use of this tool to organize tweets from various groups into easy to manage categories.
Don’t try to read everything: You will be on Twitter all day and all night if you try to read every single tweet from your followers-just drop in when you can.
My Tweeple: This tool will help you organize the people you’re following.
Tweetree: See your Twitter stream in a tree with organized conversations using Tweetree.
Make good use of alert tools: Make sure you’re not missing good conversations by setting up alerts that will tell you when friends and other Twitter users discuss keywords you’re interested in.
Tweet Clouds: Analyze your keyword usage with this tool.
Twitterator: Monitor groups of people while staying organized with the help of this script.
Authority Building
Follow these tips and use these tools in order to establish yourself as an authority in your field.
Own your brand: Even if you don’t want to use your real name on Twitter, at least claim it so that no one else can use it against you.
Be retweetable: Share tweets that others will want to retweet.
Use popular tweets as blog posts: If you share a site or bit of information that turns out to be very popular, use it as a jumping off point for a blog post.
Enjoy ambient knowledge: With Twitter, you’ll be able to stay on top of news in your field around the clock.
Listen: Just listen, and you’ll find interesting and useful information.
Promote events: Use Twitter to promote live and virtual events like seminars, sales, and more.
Ask for help: Get instant feedback by asking for help on Twitter.
Meet your customers: Use Twitter as a way to interact with your customers, whether through the service or in real life.
Listen to your critics: Find out what people are saying about you, then respond to it and act on it.
How To Connect With Students On Twitter
Don’t require that students follow your account.
Commit to posting at regular intervals.
Vary the time of day of the posts.
Post links to content that is user friendly.
Know your audience’s interests.
Don’t just retweet, generate original links.
Suggest people, organizations or magazines to follow.
Be personal.
… yet avoid the overly personal comments.
Twitter Rules Every Teacher Should Know
Rule #3
If you’re adding the Twitter logo to some marketing materials, here’s how to properly format it all. Same goes if you’re just adding in the Twitter Bird to other materials. Useful to know.
Rule #4
Always capitalize the T in Twitter and Tweet. Seriously. That’s a little-known rule that basically everyone doesn’t follow but it’s worth trying to remember!
Actually complete your bio. You’ll get more mileage out of your Twitter account if you actually create a profile that says something about you, offering potential followers information about your interests, professional or otherwise.
Learn the basics. Learn the basic terminology for Twitter and the major functions it can perform by doing a little reading on helpful social media blogs beforehand. You’ll thank yourself later.
Get some style. Before you send out your first tweet, decide what kind of tweeter you want to be. The London School of Economics and Political Science offers up three major styles here so you can learn more about the subject.
Learn from others. One of the best ways to learn how to use Twitter is to spend some time seeing how others have set up and been using their accounts. Luckily, there are tons of other academics on Twitter to learn from.
Don’t be mean. The Internet is full of people who are all too happy to say some pretty harsh things, but just because they’re incredibly tactless doesn’t mean you have to be. Never say anything on Twitter you wouldn’t want people to find out about, or wouldn’t say in any other situation. If people are hassling you, ignore them and move on.
Announce that you’ll be joining a hashtag chat or conference. If you’re going to be tweeting more than usual, let your followers know in advance so they can choose to tune out if they’re not interested in your live tweeting or chatting.
Actually respond in a reasonable amount of time. If someone asks you a question or directs a tweet your way, respond as soon as you can, just like with email or any other digital communication, especially if you’re using Twitter in your courses.
Be gracious and say thank you. A little bit of gratitude goes a long way on Twitter. If someone helps you out or shares your research, don’t forget to say thanks.
Make mistakes. No one is perfect, and if you’re new to Twitter you’re probably going to have a few gaffes along the way as you learn the ropes. That’s OK! Don’t let it slow your enthusiasm for using the social site.
Start your own hashtag chat. Twitter chats have exploded in popularity in recent months, so get in on the trend while the getting’s good. Start your own chat on an academic topic, or chime in on other bigger existing chats for a chance to network.
Find and use some hashtags. You’ll make it easier for others to find your tweets if you add a few relevant hashtags here and there.
Do ‘Follow Friday’. Every Friday, Twitter explodes with suggestions on who to follow. Offer up your own and you may just end up in someone else’s suggestions.
Share the stuff you’re reading. Reading a story on a site like Edudemic? Found an amazing article in pop-science about your research field? Share it! If it’s interesting, it’ll probably get retweeted and passed around, and you might just interest a student or two to boot.
Reach out and connect with someone. Not everyone you connect with on Twitter has to be in your field or even in academia. In fact, you might enrich your research and your professional life by reaching out to other fields and professions.
Do some backchannel talks. Whether you have students post to Twitter during class or ask them to share comments during a presentation, these backchannel talks can help facilitate conversation and provide a record of a shared learning experience.
Create your own classroom hashtag. One way to keep classroom tweets organized is by having a shared hashtag that all students use. Just make sure no one else is using it!
Connect Twitter to Moodle or Blackboard. You can help push students to interact using Twitter by adding a Twitter widget to your Blackboard or Moodle site for the class. Follow the instructions here to get started.
Don’t mandate your students follow you on Twitter. Don’t force students to follow you on Twitter unless it’s part of the course. Let them decide to follow or not.
Be happy (see #5 above). You don’t have to be super serious on Twitter to earn students’ respect. In fact, loosening up could just help improve your rapport with your students.
Live-tweet a conference or event (see #6). Share your conference-going experience by tweeting updates about it throughout the day to your followers.
Share some of your lesson plans. Educators and academics can come together to share and collaborate on lesson plans quite easily using Twitter.
Collaborate with other teachers / parents / students. If you find you have similar interests with another academic, use Twitter to work together on research ideas, classroom solutions, and other topics.
Collaborate with other classrooms in your school, district, or another country.Why work alone when you can connect with other college classrooms? That’s just what many college classes are doing these days.
Host reading discussions. Holding a reading discussion over Twitter gives everyone a chance to chime in, even shy students who might not otherwise speak up.
Actually use Twitter for writing assignments. Want to teach your students the art of brevity? Assign them poetry or prose to be written on Twitter.
The Teacher’s Guide To Twitter Hashtags
Are you looking to figure out exactly which Twitter hashtag is the right one to follow? There’s no shortage of options and it can feel overwhelming. Sure, there’s the popular #edchat and #edtech hashtags most of us follow. But what about the more focused tags that you’re missing out on?
#edapp
educational apps
#elearn
I’d suggest using this rather than the longer #elearning
#flipchat
chat platform for flipped classroom educators. See here.
#flipclass
platform for those interested in the flipped classroom.
#flippedclassroom
Obsolete. Use the shorter #flipclass. All about the flipped classroom
#gbl
game-based learning
#globalclassroom
Good for finding global collaboration / connections, sharing #globaled practice. Official chats run monthly over 3 days. Click here for schedule
Social Media as a Teaching and Learning Tool ( trend going up))
Digital Badges (split vote, some of the experts expect to see the us of badges and gamification as soon as in 2014, some think, it will take longer time to adopt)
Open Educational Resources (split vote, while the future of OER is recognized, the initial investment needed, will take time)
Desktop Computers (it is a trend going down; every market shows a decline in the purchase of desktop computers)
iPADs: (trend going up)
ePortfolios (trend going down)
Learning Management Systems, on SCSU campus – D2L (split vote). LMS is useful for flipped classroom, hybrid and online education uses CMS, but gradual consolidation stifles competition
Learning Analytics, Common Core (trend going up)
Game-Based Learning (split vote), but the gaming industry is still not to the point to create engaging educational games
Regarding computer operating systems (OS):
Windows (trend going down)
Apple / Mac OS X (split vote)
iOS (iPhone, iPAD etc) (trend going up)
Android (trend going up)
The materials in these two articles are consistent with other reports as reflected in our IMS blog:
Quizzes are considered mostly an assessment tool. The reward is in the end of the game. The player cannot “lose life.”
Students who are used to the logic of a game, expect rewards throughout the game.
Therefore, instead of a final assessment quiz, the class can be phased out with several training quizzes. Each of the training quizzes can allow students to have several attempts (equals lifes). In addition, students can be stimulated format wise in playing the quizzes=gaming activity by some reward systems. E.g., for each training quiz being scored above B, students can collect badges/tockens, which they can redeem at the end of class. Content-wise, students can be stimulated in playing the quizzes=gaming activity by stepping on the next level and switching from text-based quizzes to quizzes including more multimedia: audio, video and interactivity
Frossard, F., Barajas, M., & Trifonova, A. (2012). A learner-centered game-design approach: Impacts on teachers’ creativity.Digital Education Review, (21), 13-22.
Fu-Hsing Tsai, Kuang-Chao Yu, & Hsien-Sheng Hsiao. (2012). Exploring the factors influencing learning effectiveness in digital game-based learning.Journal of Educational Technology & Society, 15(3), 240-250.