Gamification & Game-Based Learning
#GBL – #Games4Ed –
#Gamification – #gamebasedlearning
What is the Difference Between Learning Games and Gamification?
J.P. Medved, our eLearning and training technology expert, hashes out the difference between gamification and learning games--and when and why you should use each. See the full research, in partnership with TalentLMS, here: http://www.capterra.com/learning-mana...
Top 10 gamification examples and fun theory
What Research Says About Gamification
In lesson one of Karl Kapp's Game Thinking, Karl discusses what research says about gamification. Researchers have discovered three critical areas that make gamification effective in different situations: No1: System Quality - The functionality has to be reliable. The feel of the system also needs to look attractive to users! No2: Learner Attributes - Learners who have had previous experience playing games are more prone to gamification. No3: Embedding the Right Gamification into the Right Outcomes: Successful gamified systems match the affordance of the gamification dynamics such as progress, or awarding of points of achievements with the desired learning outcomes. Join Karl as he discusses all three in much more detail.
What is Gamification? A Few Ideas.
What is Gamification? This video provides a few ideas about gamification. The video defines the term gamification, talks about the two types of gamification (structural and content) and gives an example of each type.The focus in mostly on educational uses of gamification.
How Does Gamification Work?
Many businesses and organizations are trying to make aspects of everyday life more game-like. Why and how are they doing this?
Katie Salen on the Power of Game-Based Learning (Big Thinkers Series)
Katie Salen, former executive director of nonprofit design studio Institute of Play, offers a look inside the ground-breaking school in New York City that she co-founded, Quest to Learn. The school uses core principles of game design as a framework to help students become lifelong learners and design thinkers. More resources at http://www.edutopia.org/katie-salen-g...
Learning Happens by Doing
During Quest to Learn's intensive PBL "Boss Level" challenge, students engage in hands-on projects to practice real-world skills. Learn five steps to design your own classroom challenge, for any school or grade: https://www.edutopia.org/blog/boss-le...
Ted Talks: Jane McGonigal - Gaming can make a better world
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
TEDxLausanne: Gamification to improve our world: Yu-kai Chou
http://www.tedxlausanne.org - Yu-kai Chou is an entrepreneur, speaker, and gamification pioneer. Early in life, he had the epiphany that while games had the power to delight and engage the mind, they were not productive and only resulted in emotional gains. He became obsessed with the combination of how to make games more productive, and simultaneously, how to make life more fun. Since then, he has created a variety of game-based technology startups. In 2012, he stepped down as CEO of his startup and published his gamification framework Octalysis, which has since been translated into nine languages. He is now a full-time consultant and speaker on gamification. In his talk, he explains us some ways in which gamification has been used and could be used in the future to make the world a better, more sustainable, and more fun place to live our lives.
TEDxTAMU: The Effective Use of Game-Based Learning in Education | Andre Thomas
André Thomas designs and researches the creation of games for higher education, targeting difficult subjects such as Calculus to help students succeed. His approach helps increase success rates by 20% and more. He will share his approach and findings in this talk while providing an overview of the effectiveness of Game-Based learning. André Thomas' passion for game-based learning resonates inside and outside of the classroom. He founded and serves as the director of the LIVE Lab in the Department of Visualization at Texas A&M University, where he also teaches game design, game development and interactive graphics techniques. In 2014, he founded Triseum, where he serves as CEO and leads the creation of its award winning academic video games. He is an EdTech Leadership award winner, National Academy of Sciences board member, National Arts Education Association lead instructor, and Chillennium Game Jam chair. André also has been invited to speak at numerous education and technology events both in the U.S. and abroad, including SXSW, TEDx, ASU-GSV, BETT and European Schoolnet. His game-based learning insights and ideas are featured in the Huffington Post, Austin Business Journal, eCampus News and Learning Solutions Magazine, to name a few. With more than 20 years in CGI production, André has worked around the world on legendary video games, live action feature films and memorable commercials. Previously he was Head of Graphics for EA Sports Football games (including NCAA, Head Coach, NFL Tour and Madden, the longest running and most successful sports franchise in games industry). He also created graphics for such notable films as Men in Black, Con Air, Independence Day, Valiant, Ant Bully and Tomorrow Never Dies. Follow André on twitter at @athomas_tr. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
TEDxUAlberta: The Power of Gamification in Education | Scott Hebert
Scott Hebert is a teacher in Fort Saskatchewan, Canada. In this talk he addresses why the modern education system is experiencing an engagement crisis, and how we can solve it through a new approach in teaching. #GameMyClass Scott Hebert is a local middle school teacher, author, former TEDx speaker and educational innovator from Fort Saskatchewan where he teaches at Our Lady of the Angels Catholic School. He has been on a crusade since beginning his career in 2009 to rid the stereotypes and archaic expectations of school. In 2013, he was awarded the Alberta Excellence in Teaching Award for his efforts in elementary physical education. He then moved into middle school sciences. After a year of planning, in 2015, Scott unveiled his latest effort to connect students to their education using the upcoming teaching methodology of gamification. Subsequently, his program was named the Best Gamified Project in Education globally in 2015 by the World Gamification Congress. His class has gained local, provincial, and international attention for its unique approach to answering the engagement crisis many of today's student face. Scott's speaking style uses humour, honesty and personal experience to connect with his audience. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
TEDxGraz: at work | Janaki Kumar
This talk was given at a local TEDx event, produced independently of the TED Conferences. Gamification is a buzzword in business these days. Organizations are turning to gamification to engage their customers and motivate their employees. In this talk, Janaki will address what is gamification? Is it appropriate in the workplace? And what are some best practices that can help you design gamification that works! Talk language: English Janaki Kumar is the Head of Strategic Design Services, America in SAP’s Design and Co-Innovation Center. She leads a team of designers who work directly with customers to transform their user experience. She has over a decade of experience building, coaching, and leading high performance teams to deliver design-led innovation. She is the co-author of the book, Gamification at Work – Designing Engaging Business Software. Janaki has a Masters in Information Systems from Boston University. She has authored 20 intellectual property patent applications of innovative user experiences.
Gamification is key to nudging collective behaviour | Kerstin Oberprieler | TEDxCanberra
Games hack your brain. They activate your limbic system and release feel-good hormones. This is what makes games so popular, so engaging and so powerful. In this talk, gamification and design expert Kerstin Oberprieler explores how we can add play to parts of our lives and what the psychological, physiological and social impacts might be. Kerstin is passionate about using gamification to help individuals and organisations achieve their goals. As a leading gamification and design thinking academic and practitioner, Kerstin is pushing the boundaries of what is possible with gamification, building gamified solutions that are intuitive, highly effective, and fun. Kerstin is currently completing her PhD. Leading gamification and design thinking specialist Kerstin Oberprieler is pushing the boundaries of what is possible with gamification. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
Games For Change
Our Mission Statement:
Catalyzing Social Impact Through Digital Games
What we do:
Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
We aim to leverage entertainment and engagement for social good. To further grow the field, Games for Change convenes multiple stakeholders, highlights best practices, incubates games, and helps create and direct investment into new projects.
G4C14: Josh Larson / Transformative Game Design Through Grace
Josh Larson discusses the concept of grace in game design and in That Dragon, Cancer, a poetic, surreal video game in which players explore the immersive world of co-creators Ryan and Amy Green as they raised their son Joel, a child who fought terminal cancer for 4 years and found hope in the shadow of death. If grace can inspire players to extend a little more grace to others -- to better value someone else as a human -- how could that influence life choices, policy creation, and positive societal change?
Games For Change Educational Games:
Gaming the Past
A WORLD GAME FOR PEACE
Led by Mike Ramsdell and prominent leaders of North and South Kivu, Socent's founder Justin Bastian journeyed more than 25 thousand miles from Cleveland, OH through eastern Congo to listen and learn from prominent leaders of Congo's Civil Society, peace movement, and wildlife conservation. As a result of Justin's authenticity, passion, and creative vision, Socent's World Game For Peace received the "Lumumba Blessing" from respected leaders of North and South Kivu and is being developed in solidarity with Congo’s struggle for peace.
Proceeds created by our World Game for Peace will directly support Congolese-founded, Congolese-led community solutions working to end our world's deadliest war, achieve durable peace, protect Congo's national treasures, and lead Congolese back to noble prosperity.
America’s Conflict Electronics economy has quietly produced the deadliest humanitarian crisis since WWII. Due to predatory exploitation of Congolese and their world supply of mineral wealth, profitable demand for our pop culture tech, such as our game consoles, cellphones, tablets, laptops, PCs, cameras, and electric cars, is directly fueling the deadliest struggle for peace and human dignity since WWII. Congolese wildlife is equally at risk. Due to this global crisis our world's largest primates, Congo's endemic eastern lowland silverback gorillas, are also on the verge of extinction.
In working solidarity with prominent leaders of Congo's peace movement, Civil Society, and wildlife conservation, Socent Studios is creating Play For Peace, a narrative-driven action-adventure video game. Led by top-tier game and film talent responsible for creating billions in IP revenues, Play For Peace will journey players through the awe inspiring monomyth of a Congolese boy deeply affected by our world's deadliest war. To succeed, the player must decode the protagonist's Inner Space, unlock the ancients, defeat his demons, and reveal his true identity.
Learn 4 Good