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Gamification in education

Gamification in education can be an effective motivational tool for engagement. Some educators spot increases in student engagement while others see skill acquisition benefits. It can also be a tool for enabling teachers to guide and reward their students and in terms of game mechanics, urgent optimism is a powerful force to get the classroom to take action quickly, keeping them on task and highly motivated. Some schools have developed a common core-based language arts curriculum that is entirely based on “World of Warcraft.” Algebraic equations are being solved by the implementation of “Angry Birds” to illustrate parabolic movement and provide students with impetus. Other programs, primarily those that focus on physical education, have even introduced “Dance Dance Revolution” to get the kids moving.

This info graph was created by Knewton and Column Five Media and the source of data within the graph: Gamification.org

Where in the world did Carmen Sandiego go? Looking back on gamification during its inception in the 80′s, it is hard to believe the advancements in technology. Up until recently, I was under the impression that Sim City was some sort of euphemism and that floppy disc’s still existed for the sole purpose of keeping the family wagon afloat on the old Oregon Trail. I was sorely mistaken.

According to the info on this in-depth timeline, the movement peaked in 2002, when games got “serious.” Yet it was not until 2010 when gamification started to play a roll in the modern classroom. Mozilla’s Open Badge Project and Manhattan’s Quest to Learn were one of the few pioneers that integrated gaming into education, bringing an entirely new meaning and standard to educational technology.

Gamification [n]: the use of game design elements in non-game contexts.

This definition may have been appropriate when the word was born, but as it matures and grows, branching out into the business world and pedagogical arena, the definition has room for expansion.

Gamification of Education has so much to offer the next generation, so how do we prove that it has a role and that role is important in modern society?

Gaming is an issue of debate among designers, tech gurus, educators and commentators… but one principle that all skeptics and advocates can agree on is the intention of gaming is to challenge a user (player) with incentives ranging from digital badges to Bronze Trophies to encourage and reward their achievements.

Even now gamification has grown into a movement. For those concerned about students isolating in the gaming world, Youtopia has created a blended learning environment that can be managed by the teacher using a platform structured to meet their own specific goals. Youtopia is a classroom management tool that is geared towards encouraging students to get out and participate in the world.

Service learning is becoming part of the core curriculum, seeing as it is essential to serve and volunteer to learn more about society and become involved in the community. Youtopia also works on the level of assigning, reporting and rewarding students for their achievements. Rewards can vary from physical and material to digital badging– a rising trend that has shown positive results in education.

As IBM Champion and Bunchball CEO Rajat Paharia points out: “More of our work is happening online, which leads to the creation of activity data. This data can be used to motivate people motivate people through offering rewards for the kind of behavior that meets your business objective.”

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Stats

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Incentive Programs – Engagement – Gamification

The latest…

Incentive Programs - Engagement - Maritz White Paper Advocates Gamification - Incentive Magazine

From Business2Community.com

Other Articles…

Incentive Programs – Engagement – Maritz White Paper Advocates Gamification – Incentive Magazine.

Gamification: Learning from our kids

Season of giving

Gamification in Academia


A day in the life of a college applicant

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Top Ten Things Colleges Look for in a High School Student

1. A high school curriculum that challenges the student. Academically successful students should include several Honors and Advanced Placement classes.

2. Grades that represent strong effort and an upward trend. Grades should show an upward trend over the years. However, slightly lower grades in a rigorous program are preferred to all A’s in less challenging coursework.

3. Solid scores on standardized tests (SAT, ACT). These should be consistent with high school performance.

4. Passionate involvement in a few activities, demonstrating leadership and initiative.
Depth, not breadth, of experience is most important.

5. Community service showing evidence of being a “contributor.”
Activities should demonstrate concern for other people and a global view.

6. Work or out-of-school experiences (including summer activities) that illustrate responsibility, dedication and development of areas of interest. A job or other meaningful use of free time can demonstrate maturity.

7. A well-written essay that provides insight into the student’s unique personality, values and goals.The application essay should be thoughtful and highly personal. It should demonstrate careful and well-constructed writing.

8. Letters of recommendation from teachers and guidance counselors that give evidence of integrity, special skill, and positive character traits. Students should request recommendations from teachers who respect their work in an academic discipline.

9. Supplementary recommendations by adults who have had significant direct contact with the student. Letters from coaches or supervisors in long-term work or volunteer activities are valuable; however, recommendations from casual acquaintances or family friends, even if they’re well known, are rarely given much weight.

10. Anything special that makes the student stand out from the rest of the applicants! Include honors, awards, evidence of unusual talent or experience, or anything else that makes the student unique. Overall, colleges are seeking students who will be active contributing members of the student body.

Independent Educational Consultants Association & FamilyEducation.com

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Check out youtopia.com/info to learn more and sign up for a free trial and see how easily the software can be integrated into your classroom. Teaching through gamification, incentives, service learning and community interaction.


Youtopia for your classroom in 2013

Why check out Youtopia?

It provides instant access to plug-and-play gamification tools (points, digital badges, and leader-boards) that incentivizes students to become more engaged in their school and their community. Youtopia matures with students from kindergarten through college and beyond. With Youtopia, educators have a fun and easy way to inspire their students to do all of the good things they want them to do; a way to acknowledge their hard work; and a way to reward them for going above and beyond.

Please pop over to our site, www.youtopia.com, watch the video above.

If anyone you know is interested, have them signup here (http://www.youtopia.com/info/pricing/) and use the promo code FRIEND.

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