Apps, games and technologies like Pokémon Go should be approached with an open mind as they offer many potential avenues to employ an engaging, student-centred approach to education.
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Gamification, education and our children
Gamification and education Curated by Peter Mellow |
Scooped by Peter Mellow |
Apps, games and technologies like Pokémon Go should be approached with an open mind as they offer many potential avenues to employ an engaging, student-centred approach to education.
Suggested by Kim Flintoff |
via Mindshift Students’ passions can be a powerful driver for deeper and more creative learning. With this knowledge, some educators are using popular commercial games like World of Warcraft...
Rescooped by Peter Mellow from Augmented, Alternate and Virtual Realities in Education |
Andrew Miller (@betamiller on Twitter) is a National Faculty member for the Buck Institute for Education, an organization specializing in 21st century project-based learning, as well as for ASCD,...
Minecraft in the Classroom is a recent addition to the field of game-based learning. It is a sandbox game where players can create and build, fight off enemies and explore vast landscapes. As is the nature of sandbox games, players can roam free, choosing objectives as they go. Because Minecraft has such open possibilities and potential, the teacher can choose how he or she wants to use it. Just as the student has the ability to be creative, the teacher has the same. That can be overwhelming, but luckily, there is a tool for using Minecraft created by teachers for teachers.
Rescooped by Peter Mellow from Augmented, Alternate and Virtual Realities in Education |
MinecraftEdu - Bringing Minecraft to the Classroom...
MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. We are working with Mojang AB of Sweden, the creators of Minecraft, to make the game affordable and accessible to schools everywhere. We have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom.
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One of the most interesting ways game-based learning (GBL) is being implemented is with the use of Microsoft’s Kinect.
Rescooped by Peter Mellow from Educational Technology News |
"Do video games have the potential to aid learning? That is the question that the technology teacher in Oconomowoc Area School District, in Wisconsin, is trying to answer by introducing his students to a game world called Quest Atlantis. It allows kids to participate in missions which make use of their knowledge of different academic subjects, and submit work to the almighty Council for approval. If approval is granted, the students get to progress to the next level of the game, or take on additional quests."
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Today's guest blogger, Dan Jones, is a middle school social studies and language arts teacher in Mansfield, OH.
Something about movie magic intrigues me.
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Seeing its massive potential as a learning tool, 2 teachers -- one in Finland, one in the U.S. -- took it upon themselves to create a version for educators.
Scooped by Peter Mellow |
Scooped by Peter Mellow |
The University of Central Florida tested a hypothesis; that interactive maths games are more effective than classroom instruction.
Suggested by Kim Flintoff |
Paul Andersen has been teaching science in Montana for the last eighteen years. He explains how he is using elements of game design to improve learning in h...
Scooped by Peter Mellow |
When Jason B. Jones wrote about “Gamifying Homework” in November, I felt inspired to try something new with one of my courses this spring.
Scooped by Peter Mellow |
If the success of sites like Gowalla, Foursquare, and other game-like forms of social media tells us much, it’s that people will do *anything* for a virtual badge.
Scooped by Peter Mellow |
Australian parents and children are playing more video games together at home, with teachers adopting similar practices in classrooms to promote engagement and learning.