Building 21st Century Skills with Digital Games Infographic

Wondering why so many classrooms are gaming rather than studying? Games are not only fun, but they support the development of 21st century skills – skills that are important to build today and into tomorrow.

Over 50 studies show that students using digital games outperform students who don’t. And teachers have reported that students who play together showed improvements in social skills over students who play alone. It’s the reason why the games we developed in SMART lab support communication, communication, creativity and critical thinking skills. (continue reading)

Extra Credits Game Design

Making your first game can be difficult. Remember that your goal is to make a game, any game, not necessarily a complex game like the ones professional teams of game developers in a studio can produce. By starting small and focusing on the basic gameplay, a new game designer can learn a lot about their skills and build on that for their next game (or the next version of their first game). That way, you can actually complete a playable game instead of getting stuck on the details as so many first time game makers do. (continue reading

Why Learning Games Succeed Where Traditional Training Fails

Why is everyone always picking on traditional training? And what makes learning games so special anyway? It’s not that we dislike traditional training, we just think there are a lot more benefits to learning games. For example, learning games are fun, competitive, rewarding, interactive, and attention-grabbing. Traditional training is…not any of those. Just to clarify – we’re talking about learning games here, not gamification..... (continue reading)

Digital Learning is Critical for Move to Learner-Centered Instruction

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Preparing Today’s Students for Success Requires Moving from Teacher-Directed, One-Size-Fits-All Model to Personalized, Student-Focused Instruction, New Report Finds

Washington, DC – Preparing all students to succeed in today’s increasingly complex world requires a shift from a teacher-centric culture to learner-centered instruction that recognizes students’ individual learning needs, according to a new report from the Alliance for Excellent Education.

The report..... (continue reading)

Why Games & Learning

The meaning of knowing today has shifted from being able to recall and repeat information to being able to find it, evaluate it and use it compellingly at the right time and in the right context.

Education in the early part of the twentieth century tended to focus on the acquisition of basic skills and content knowledge, like reading, writing, calculation, history or science. Many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media (continue reading)

Games and Learning

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Games and Learning
Digital games have the potential to bring play back to the learning experience
By Diana G. Oblinger

From a very early age, we learn from games and play. Cops-and-robbers or playing house are role simulations. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage us, capturing our attention. We willingly spend time on task... (continue reading)

3 Ways to Engage High Schoolers in Personal Finance

It's a lesson that everyone needs to learn: how to manage money. Yet until recently, most states did not require any financial literacy education.

But in the wake of a turbulent economy and a student debt crisis, some states have changed the status quo. Four states require students to complete a one-semester course devoted to personal finance in high school, according to the Jump$tart Coalition for Personal Financial Literacy, and several have legislation for similar requirements in the works.

(Continue Reading)

Games to Teach Financial Literacy

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Financial Literacy Month is April -- just around the corner -- and it's never too early to prepare. Personally, I believe this is a great opportunity to use games in an intentional way to teach students financial literacy skills. Games can be used as a "hook" or anchor activity, as well an instructional activity that is revisited throughout a unit of instruction. A game can help scaffold the learning of important content as well as providing context for application of content. If you really trust the design of the game, it can also be an excellent assessment tool! (continue reading)

Why Game-based Learning Works for Financial Education

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Learning to use money wisely isn’t always fun and games for teenagers, who tend to think about everything but managing money — until they run out of it. Enter game-based learning for financial education, a teaching tool that works.

When it comes to knowing the basics of personal finance, young people often have to figure it out on their own: Only 7 percent of high school students1 are financially literate, and fewer than 30 percent2 of adults report being offered financial education at school or college.

Game-based learning is helping to fill this gap, and in ways today’s teens like to learn.

(continue reading)

Game-Based Learning: What it is, Why it Works, and Where it's Going

Deconstruct the fun in any good game, and it becomes clear that what makes it enjoyable is the built-in learning process.

 

To progress in a game is to learn; when we are actively engaged with a game, our minds are experiencing the pleasure of grappling with (and coming to understand) a new system. This is true whether the game is considered “entertainment”..(continue reading)

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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