You became an educator to improve children’s lives—a process that begins with literacy. With th McGraw-Hill Education continuum of differentiated literacy programs and learning platforms, you can precisely tailor literacy instruction to the needs of all your students. At McGraw-Hill Education, their shared commitment and expertise can transform them all into the skilled readers, writers, and thinkers of the 21st century. Together, you can ensure that literacy is for life. Here is how you can help all students succeed. (Continue Reading)
Is gamification a futuristic fad, or does using video games to teach children promise a meaningful advance in education? UCF experts explain why we aren’t seeing more games in school yet.
Gamification is applying the science and psychology of gaming in a non-game context to motivate and reward your customer to perform certain desired behaviors
In this paper Dr. Michael Wu chief scientist takes a deeper dive into what he has "patented "as the game if Gamification Spectrum . This spectrum examines a continuum of gamification techniques that can help you choose the right gamification plan for your learners depending on the behaviors that you want to drive.
This Guide collects all of his works from his blog the Science of Social and places them in one place. Really amazing work.
Gamification: the use of game design and mechanics to enhance non-game contexts.
We’ve seen gamification alredy in a variety of settings: completing a punch card to win a free sandwich, receiving a badge for being the first of friends to check in at a particular restaurant, or expanding our profiles on LinkedIn to bring the “completion bar” up to 100%. Gamification has even worked its way into the automotive industry with the innovative dashboard of the Ford Fusion hybrid. A high-resolution display features a rendering of vine-like leaves. Waste gas, and your vines wither. Conserve, and they blossom. The idea is to encourage brand loyalty, so how will gamification impact the education sector? (Continue Reading)
Past, present and future make us think about what has gone, what we are currently into and what we are expecting in the coming days. Talking about the eLearning domain, with every passing year advancement in technology brought fruitful results. As online learning as a whole is expected to bolster in the coming days, there is a lot to ponder upon when it comes to usability and functions. The Top 9 eLearning Predictions for 2017 Infographic guides you through the eLearning trends and predictions that will play a key role in 2017. This will help the L&D enthusiasts get a clearer picture of the global eLearning landscape which will help them make necessary changes in their existing strategies. (Continue Reading)
Economies depend on the availability of resources. This lesson introduces the concept of productive resources to students through discussion. Students learn how the use of natural, human, and capital resources impacts outcomes while building houses in Minecraft.
This lesson is also posted on Minecraft Education's website of lesson plans. For more lesson plans using Minecraft, please visit: https://education.minecraft.net/class-resources/lessons/ .
Instructional design is the backbone of any successful training course. The systematic development of instruction affects how well your audience comprehends and retains the material. Understanding the learners and determining the most effective way to transfer information to them is crucial to getting the most out of your training investment.
This 3 Key Steps to a Successful eLearning Course Infographic outlines the 3 steps in the course building cycle that should be considered closely when selecting the instructional design best fit for your learning objectives.
Many things in life work better when you have other people alongside you. Think about it, whether it’s a game of football, a night out on the town or doing the washing up, you can get things done quicker, more effectively and have a lot more fun along the way if you’re working in a group or team.
A strong team needs good team players who are all committed to working hard together to reach a shared goal. This is why employers place such value on team working abilities when recruiting, every team member is a vital cog in the company machine!
Some people take to teamwork like a duck to water, whereas others find it a little harder. The good news is, whether you’re a natural team player or not, your ability to work with other people is a skill that can be developed and improved.
So, what makes a good team player? Here are some excellent traits to bear in mind whenever you’re working in a team. (Continue Reading)
Everyone loves a game, and for good reason too. The addictive nature of gaming is one that we’d all like to harness in our learning. But the science behind also means that you increase learners’ knowledge retention and makes your learners more engaged with learning.
Our experience tells us that well-designed learning games lead to a better learning experience for your employees. Gamification is all about using game-based thinking, mechanics and aesthetics to engage and motivate your learners through training. Games that tap into the addictive and competitive nature of humans are more likely to grip your learners’ attention, meaning increased memory recall and knowledge retention far beyond their pass date. Games can connect your learners with organisational training and drive impactful and positive culture shifts and behaviour changes over time.
Differences Between Gamification And Serious Games
Gamification and serious games are often grouped together. It's true that they both motivate online learners and enhance their eLearning experience. However, there are certain characteristics that set them apart. As such, it's important to distinguish these two eLearning strategies so that you can find the best solution for your eLearning course.
Let's take a closer look at what differentiates gamification from serious games.
What Is Gamification?
Gamification blends game mechanics with traditional eLearning activities and modules. Leaderboards, points, and eLearning badges add that extra incentive online learners need to actively participate. You can also use levels to fuel their motivation, which also serve as eLearning benchmarks. For example, online learners must complete the first eLearning module in order to unlock the next level. Choosing the right game mechanics is of the upmost importance. You must conduct in depth audience research to determine what drives them. For some, leaderboards may cater to their need for friendly competition. While others prefer to earn eLearning badges, points, and other asynchronous rewards.
Teens are now spending more time consuming digital media than sleeping. Yep, you read that right. Digital media consumption, aka digital diet, is now the most time-consuming teen activity—above all else.
Digital media is any digitized content that can be transmitted electronically via the Internet, cable or computer networks. This content includes TV programs, movies, videos, music, text messaging, gaming, social media, websites, newspapers, novels, and more. Technological advances provide more devices to access that content, namely smartphones, tablets, computers, TVs, and MP3 players.
2016 has ended and for you as a training manager this means end-of-the-year reports and planning for the New Year. You will be looking at the training initiatives and their success in the past year and planning for this year.
To develop an effective training development strategy, you need to be aware of the trends in learning and development for this year. In case you use eLearning for your training, you definitely need to know the trends to watch out for. This infographic presents 5 eLearning and development trends that will dominate 2017.
One of the most challenging aspects for any new Minecraft teacher will of course be learning to design their lessons in a way that captivates their students, develops skills, and harnesses the full power of a game that their students are likely already experts in. The Designing a Game Based Curriculum in Minecraft Infographic will help you maximize the success of your Educational Minecraft lessons. (Continue Reading)
Our mind works in different ways and in various different theories. Everything that happens around is governed by minds. It happens because of perception, judgment and thoughts in a particular context. Even simple decisions are made by different and simultaneous mechanisms of the mind.
The Human mind is basically said to have three “sub” minds – the conscious mind, the sub-conscious mind (also called the ego) and the unconscious mind. These three minds work together to create what one perceives as reality. The conscious mind works in a particular way that make people associate with you, because that’s the mind that works in full consciousness. It is not that this part of our mind is dis-connected with our inner self; the fully conscious part of our mind does communicate externally as well as internally. The subs-conscious mind although has in store recent events and constantly communicates with the un-conscious mind. Finally, the un-conscious mind has in store all the memories from the past. This mind also has in store memories that the conscious or the sub-conscious mind does not remember. Such things may have been impactful at the time it happened.
Gamification is using the appeal and immersive mechanics of video games to engage users in non-game activities. Adding progression, rewards, and structure to academic or professional practices to increase engagement in that practice. In the Gamification: Educate, Engage, Entertain Infographic we go through the statistics and information and the future outlook of Gamification.
The company says it is making gamification an integral part of its Misys FusionBanking Essence Digital platform to help banks educate the next generation on better money management. (Continue Reading)
It wasn't until after 2010 that gamification was more widely adopted by global companies like Nike and Starbucks
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In today's digital era, educators, parents, and students alike are searching for innovative solutions to enhance student engagement and motivation inside and outside of the classroom. While not a new phenomenon, gamification is taking educational systems by storm, building upon core psychological concepts, primarily motivation, behaviour, and personality.
As games become a bigger part of culture, their role in education provides the potential to transform students' experience in school. By design, games increase motivation by engagement, and this is especially relevant in educational settings. While teaching methods have evolved over the years, a noticeable constant continues to ring true: People have a natural desire for achievement, competition, status, philanthropy and collaboration.
Leveraging these natural urges and instincts, it makes sense to want to bring gaming into the classroom to 'gamify' learning.
What is gamification? (Continue Reading)
By Marcus Goh and Adrian Kuek
Grade Expectations is a weekly feature on education in Singapore. Expect fun activities, useful tips and insightful news on learning. It’s not just about your child’s grades — it’s about raising a great child!
We’ve talked about how to help your kids love learning, but what about changing the learning process altogether to make it more like the fun activities that your child loves doing, like playing games? That’s what the gamification of learning seeks to achieve. (Continue Reading)
The video game industry has rapidly become one of the largest in the world, worth approximately $100bn. Now, Misys has pledged to make what it is calling “gamification” a vital part of its FusionBanking Essence Digital platform as part of a plan to educate the next generation on money management. (Continue Reading)