Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learning

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We may think we’re pretty smart, but in fact we have very little notion of how humans learn. Kids know: They play games. Until, that is, they go to school. That’s when the games stop. And often, so does the learning.

 

That was the sad panorama... (Continue Reading)

Gaming the Classroom: The Art and Science of Game Based Learning

Gaming the Classroom: The Art and Science of Game Based Learning

“Gamification should be about driving learning and behavior change” — Karl Kapp, professor of instructional technology, Bloomsburg University

Gaming in America

  • $5.5 billion: gaming industry sales by 2018
  • 194 million: estimated number of gamers in U.S. (2014)
  • 1.8 billion: number of gamers worldwide (2014)
  • 13 hours: weekly average time gamers play
  • 97: percentage of youths who play computer and video games
  • 40: percentage of female gamers

Gaming in the Classroom

  • Over 60%: of learners say leader boards and competition would motivate them.
  • 80% of learners would be more productive if learning was more game-like.
  • 97% of teachers use digital games created for educational use.
  • 70% of teachers saw increase in student engagement when using educational video games.

Frequency of Play

  • 27% of teachers use digital games at least once a month
  • 38% use games weekly
  • 18% use games daily
  • 16% Rarely, or almost never use games
  • 50% of teachers polled are comfortable using games to teach
  • 34% moderately comfortable 11% slightly
  • 6% Not at all comfortable
  • 80% of those teachers who feel “very comfortable” using digital games use them daily or weekly
  • 100% of those who are not comfortable still use games once about once a month

How effective are video games in the classroom?

Pros:

  • Games teach students:
  • Tech literacy [Game play promotes literacy, from technological to socio-emotional]
  • Multi-tasking mentality develops
  • Teamwork
  • Long-range planning
  • Individualized instruction [GBL focuses on each student playing and learning for themselves;
  • individualized instruction is a natural part of the equation]

Cons:

  • Cost [higher than book-paper-pencil paradigm]
  • Distraction from other objectives
  • Social isolation
  • Shortened attention span

Teachers’ Pick Top 10 Games for the Classroom

10. Chess Pro, with Coach

9. Bridge Constructor

8. Blox 3D

7. Bio Inc

6. Bastion

5. Banner Saga

4. Assassin’s Creed 3

3. Armadillo Run

2 Animate Me (3D Animation for kids)

1. 80 Days

Via: www.online-education-degrees.net

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6 Common Misconceptions About Blended Learning Infographic

6 Common Misconceptions About Blended Learning Infographic

When implementing blended learning, stakeholders may have preconceived notions about this model of learning. The following outlines some common blended learning myths. The 6 Common Misconceptions About Blended Learning Infographic contains more details, plus questions to ask yourself when considering implementing blended learning:

Myth #1: Students work in isolation

In order to be considered blended learning, students need opportunities to interact with peers and the instructor in live, real-time settings.

We live in a social age. Today’s learners want to incorporate social and collaborative approaches in all aspects of their life, including learning. Online courses with the best practices in online learning are socially constructed. Students in online courses designed this way frequently report they have more social interactions with their peers than they do in traditional, face-to-face courses.

Because teachers are not tied up with direct instruction during physical classroom time, online learning options can serve as a means to increase interaction and personalized contact time between students and teachers.

Myth #2: Students complete online content by working primarily asynchronously at school and at home

Some educators believe blended learning is when you put your entire course into a learning management system and students work on it 100% asynchronously. Students may physically come to class but they work individually on the online course during class time. This model ignores some of the positive benefits of face-to-face interactions that can occur in a classroom.

Myth #3: Blended, hybrid and online learning are less work than traditional, face-to-face instruction

Many instructors, institutions, and students mistakenly believe online instruction is easy. In reality, blended learning can require more time and effort from all parties (for more details on this, see “The Time and Effort of Face-To-Face Classes Versus Online Classes” section in the infographic below).

Myth #4: Blended learning is a linear process

When done correctly, online learning is not a linear process. Much of the learning is completed through a community of practice, and then knowledge and expertise is distributed among the group. So a participant may post to a discussion and log in several days later to see additional posts that broaden the discussion or cause the learner to consider things in new ways. This may then cause the learner to grapple with new ideas or work to defend their original thoughts. As such, it is definitely not a linear process.

In online learning, students often work at their own pace. A blended course may be competency based in which students are pre-assessed and can test out of sections of the course. If a course is outcome based, students may have choices in how they demonstrate proficiency and may take assessments or continually improve work until they meet specified outcomes. New tools in learning management systems allow instructors to create individual learning paths for students.

Another powerful benefit of technology is the ability to personalize learning experiences. For example, students at one reading level could view materials based only on their Lexile level. In these types of learning environments, the teacher role changes dramatically. The online course is not just a repository of resources that students need to view and read and then take assessments on. Instead, the teacher constantly checks for understanding and helps students meet learning targets.

Myth #5: Online learning is only for gifted students or credit recovery

While blended and online learning are often used as interventions and extensions for these two groups of students, the truth is all students benefit from blending learning models.

Myth #6. All blended learning classrooms are student centered

Just because a teacher uses online learning resources to supplement their teaching does not automatically translate to a student-centered learning environment. In both the face-to-face and online components, students need opportunities to express their voices and make decisions about their own learning in order to foster a student-centered learning environment.

It is important that all stakeholders understand that blended learning does not take less time than traditional instructional models. It also does not mean that students work in isolation or that learning is a linear process where one size fits all. When combined with research-based strategies, blended learning can provide new opportunities for students that meet a variety of different learning styles and change the learning landscape for the better.

Via: gettingsmart.com

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August 2016: Pokemon Go In The Classroom

How can you utilize the game “Pokemon Go” in your classroom in a meaningful way? Student excitement about this game can be easily harnessed to support all kinds of fun and pedagogically-sound lessons and activities

DIGITAL STORYTELLING

One of the neat features of the “Pokemon Go” game is, when students find a Pokemon in the wild, they can turn on an augmented reality version of their mobile device screen which puts the virtual Pokemon into the live scene where their camera is ……. (Continue Reading)

Blended Learning 101

Blended Learning 101 Infographic

The term “blended learning” seems to be infiltrating the education industry—and, for good reason. Blended learning, when done right, has the potential to infinitely expand student learning and engagement, while reshaping the role of the teacher in exciting ways. If you’re new to the term, the Blended Learning 101 Infographic offers a brief overview of blended learning. You may find you’ve already been creating a “blended classroom” without even realizing it. But once you understand the basics, you can delve even deeper into blended learning and refine your approach to maximize student learning.

Read also: 6 Blended Learning Models: When Blended Learning Is What’s Up For Successful Students

 

Via: www.readinghorizons.com

 

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Setup Your 3D Graphical Environment

 

Technical innovations have enable us to design nice 3D educational games, graphics, and environments, but what are the best practices to integrate them in eLearning?

When designing 3D educational games, the first thing to do is setting up the graphical environment of your module. Indeed, a well-rounded graphical environment is a solid foundation to a...(Continue Reading)

 

How To Cope With Stress During Exams

How to Cope With Stress During Exams Infographic

Stress during exams is a serious threat for students,  as it can affect their sleep, appetite and trigger depression. How can they cope with the stress?

Research reveals that 1 in 2 students have skipped meals while studying for an exam and 1 in 7 said they have used alcohol as a way of dealing with exam anxiety. As if this wasn’t enough 2 out of 3 said it affected their sleep and are seeking professional help to ease their concerns. According to the research, the stress students are experiencing comes from not wanting to disappoint their parents, fear of failing and overall academic pressure.

The How to Cope With Stress During Exams Infographic presents the results of an exam stress survey 2000 undergraduate students participated in and shows the impact anxiety has on their exam performance. To help students out, it also suggests some ways to relieve exam stress and how to study effectively. Have a look! If you know anyone who is suffering from exam anxiety, send them this infographic to help them out. The tips it provides could make a real difference!

View also:

Via: www.studymedicineeurope.com

The post How to Cope With Stress During Exams Infographic appeared first on e-Learning Infographics.

FREE Guide For Financial Educators

World of Cheddar just created a 10 page guide filled with FREE financial literacy resources for financial educators.  We’ve included sources for:

  • financial education curricula and lesson plans,
  • games
  • videos
  • financial calculators
  • and other useful tools and content

To receive your FREE copy, go to the World of Cheddar website at www.worldofcheddar.com and subscribe to our mailing list.

Gamification Course - 6,000

There are a LOT of discussion boards.  I chose only one to follow so that I could experience a discussion board in a class with 71,000 students from 147 countries.   The board I chose to follow is “Is Gamification Unethical?”  You may recall that I posted on this topic in this blog.  I posted a similar statement in that discussion board, and received a couple of replies.

The range of sub-topics within this discussion board is insightful.  It seems that many discussion board participant believe that gamification is unethical.  Sub-topics revolve around:

  • games for profit
  • the ethics of profit
  • the ethics of marketing
  • gamification to manipulate behaviors is like selling drugs
  • the ethics of gamifying education and business (internal focus and external business focus)
  • making experiences fun is not unethical
  • when profit is the motive then gamification is unethical

Those are the themes I recall; there were SO. MANY. POSTS.

The major themes seem to be:

  • Gamification makes activities fun and there is nothing wrong with that.
  • Gamification is a form of manipulation and manipulation is evil.
  • Gamification for profit is wrong.

And to me, the underlying idea behind these posts is that a person who is exposed to a gamified process has no choice over their actions in the process, including the choice to participate.  There’s no free will once a system or process has been gamified.  I thought games were all about choice and free will participation, so wouldn’t gamification be, too?

What are your thoughts? Does gamification assume that the target audience loses his or her choice to participate?   If you decide to gamify a class or topic or some part of the educational process, are you limiting student choice in a negative way?

WOC Podcast Episode 4: What Is Financial Well-Being?

You can listen the latest episode of the World of Cheddar podcast series by visiting the the World of Cheddar Website at www.worldofcheddar.com and clicking the Podcast square. In Episode 4 Vicki talks about Financial Well-Being.

You can also listen to the podcast on iTunes. Go to the iTunes Store, select podcasts and search for World of Cheddar

Gamifying Education

The EC Network has a cool video that gives some ways to gamify education.  Looks easy enough to me, but then, I don’t run a classroom.  I’d love to hear what you teachers think.  Could you apply any of these ideas THIS semester? I betcha that you could do a variation of the connection game around financial literacy topics.

Click the link below to watch the video.

Extra Credit: Gamifying Education Video

WOC Founder Is In The News!

Author Savita Iyer-Ahrestanin at AdvisorOne.com published a nice article on August 27, 2012, on Vicki Brackens and her work with financial literacy improvement through game-play, and about a game that Vicki is developing through Syracuse University’s iSchool call Cb3d (Cheddar Bowl in 3D).  You can read more by clicking this link:

The ‘Gamification’ of Learning Via the Cheddar Bowl

Gamification Course - 71,000 Students!

Here are the Week 1 statistics for this free online gamification course that I’m taking through Penn/Wharton School:

  • over 71,000 students enrolled
  • over 147 different countries are represented
  • over 6,000 posts to discussion forums
  • approximately half of the students are self-employed

The figures are incredible! I can’t imagine teaching 71,000 people.  As a student, the numbers haven’t impacted me.  One of the assignments is a peer-reviewed paper.  We’ll see how that works.

Just thought I’d share.

More Game Reviews

The World of Cheddar website just published reviews of three more games:

  • U.S. Mint H.I.P. Pocket Change Games
  • Cash Puzzler
  • Peter Pig’s Money Counter

You can read these reviews at www.worldofcheddar.com.

We’ve included links to the games, so go play them yourself and then come back here and tell us what you think!

Do you have first hand experience using these games with your students or other young people? If so, please share your experiences here.

Class Is In Session!

On Monday the Penn/Wharton online gamification course offered through Coursera began.  I mentioned this game in an earlier post.   Having listened to an interview on NPR about Coursera and the huge course enrollment sizes — 100K students — I decided to enroll in the course.  I wanted to experience an online certificate-granting course that aims to teach tens of thousands of students at a time.

The course uses video lectures to deliver content; students should be able to complete the assignments from watching the video lectures. Each module has several videos that range between six and 17 minutes.  No textbook is assigned, however, optional online materials are provided.  During the videos students are asked to answer a multiple choice question or make a reflection (not an online reflection).  At the end of Week One, students took an multiple choice quiz.  This week’s quiz was only five questions.  All told, I spent about two hours total on Week One.

There is a HUGE discussion forum.  Lots of discussions from which to choose, and there is a wiki.  Navigating and participating in the discussion forums take more time than the course work.

I’ll be sharing some of the links and ideas from the course in future posts.

My initial impression is: So far, so good.

Design Thinking For Educators Toolkit

In my August 21 post about IDEO Design’s website Design Thinking For Educators I mentioned that you can download a FREE Design Thinking For Educators Toolkit.  Well, I decided to download and explore the toolkit.

This is a 94 page PDF document that describes the IDEO Design design process. The beginning of the document immediately points out that educator problems need not be solely content delivery problems.  Examples include:

  • Better ways to use classroom space
  • Ways to include students in educational space design
  • Ways to improve parent/teacher/school communication
  • Ways to attract teacher talent
  • Ways to improve communication among teachers

This is not simply a “teacher effectiveness improvement tool, but a school effectiveness improvement tool. This tool can improve creativity and innovation on a personal, classroom or school level — even a school- community level.

Its a five phase process that starts from defining the problem, identifying solution possibilities, selecting the “best” solutions, implementation and evaluating the results for continuous improvement.  IDEO Design specifically describes this from an educator’s/school’s perspective.

Here are the five phases as they describe them:

  1. Discovery: I have a challenge.  How do I approach it?
  2. Interpretation: I learned something. How do I interpret it?
  3. Ideation: I see an opportunity. What do I create?
  4. Experimentation: I have an idea. How do I build it?
  5. Evolution: I tried something new.  How do I evolve it?

The process is completely collaborative.  It cannot be implemented by a single teacher.  And the toolkit reminds educators that while the process looks straight forward, it can be challenging.  But the creative process is challenging.  It is iterative, and require using new brain muscles to grapple with unfamiliar ideas and skills to give birth to something innovative.  (Just like what we require of students.)

The document also includes case studies of educators experiences in using the toolkit.

Download the document, peruse it, then come back and tell us what you think.