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Updated by Deb Norton on Jul 01, 2014
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Deb Norton Deb Norton
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game based learning

FlipQuiz | Gameshow-style Quiz Boards for Educators

FlipQuiz was created to provide educators with a quick way to create gameshow-style boards for test reviews in the classroom. Traditionally, these are created (tediously) using posterboard, chalkboards, or dry-erase markers on an overhead slide. The review questions are usually even written on a separate sheet of paper.

BrainRush | Home

Inside every BrainRush, our Adaptive Practice™ technology applies the science of learning to your gameplay. Each game engages your brain in rapid-fire practice that adapts to your exact needs, so learning is maximized during every second of play.

Zammer, making revision more effective by making it fun and social

Winner of the 2013 Facebook / Gates Foundation HackEd 2.0 London EdTech hackathon ** Game Zammer is a revision game accessed through the web and mobile apps. Play against a friend or solo and answer quick fire questions about your subject to earn coins and badges, master your subject and slam your exam!

How One Teacher Is Making High School--and Physics--Fun by Gamifying The Classroom

For the students at Le Salésien High School in Sherbrooke, Quebec, physics will never be the same. Instead of jocks, loners, and preppy kids, the kids in Shawn Young's class are now warriors, mages, and healers. Young, an 11th-grade teacher and web developer, invented Classcraft three years ago as an alternative teaching tool--gamification for the classroom.

Common Core & Ed Tech

Need some new iPad apps that will let your students turn their creative energy up another notch? We're all about tech in the hands of students as a means to deeper learning, and these apps will allow them to get there. Best news, they are all FREE!

Douglas Kiang

Game DynamicsChallenge Based LearningPublishing and CopyrightProgramming and Game Design Featured Speaker Alan November's Building Learning Communities 2011EdTechTeacher iPad Summit, Fall 2012 Boston, MA, and Spring 2013 Atlanta, GAKamehameha Schools Educational Technology Conference, 2012 - 2013ISTE 2013, San AntonioSchools of the Future 2012 - 2013RDFZ Xishan iPad Summit, Beijing 2013Kamehameha Schools

Gamification

Flipped Goal resources & models Axioms Learning should be compelling Applying principles of (video) game design to instructional scaffolding Failure is a valid techniqueProgression can be leveled Research Engages via incremental challengesSupportsDifferentiationLearner independenceCollaborationReflectionInquiryhttp://classroom2pt0.wikispaces.com/Flipped+ClassroomMoving aspects of teaching, typically lecture/ direct instruction, into the homework space, while moving practice and application tasks back into the classroom space.Enables differentiation in gamified classroom Digital Classroom Space To become master of your destiny!Build Capacity for self directed and mediated learningStudents play, earning badges and points to unlock "powers".Powers are used to exercise autonomy in directing own learning.