Didactics and Technology in Education
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Didactics and Technology in Education
Almost "everything" about new approaches in Education
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Rescooped by Rui Guimarães Lima from Transformational Leadership
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Gamification in Education: Top 10 Gamification Case Studies that will Change our Future

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future | Didactics and Technology in Education | Scoop.it
The Top 10 Education Gamification Examples according to Pioneer and Stanford Lecturer Yu-kai Chou is 1. Duolingo 2. Ribbon Hero 3. Class Dojo 4....

Via Dr. Susan Bainbridge
Carlos Rodrigues Cadre's curator insight, December 17, 2014 1:59 PM

adicionar a sua visão ...

Tony Guzman's curator insight, December 23, 2014 9:10 AM

Here are 10 examples of gamification tools that could be used in your classroom. Most of these are K-8 examples but some can certainly be used in high school and college environments.

Dawid Bielski's curator insight, January 6, 2015 10:30 AM

Kolejny przykład na zmiane edukacji poprzez technologie :) 

Rescooped by Rui Guimarães Lima from Tice & Co
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Slides : "Gamification: Creating Engaged Learners by Karl Kapp"

Here are my slides for the LTEN Keynote (Life Sciences Trainers & Educators Network ) address.

Via Vincent Martinet
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Rescooped by Rui Guimarães Lima from E-Learning-Inclusivo (Mashup)
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Complete Gamification Framework | via @yukaichou

Complete Gamification Framework | via @yukaichou | Didactics and Technology in Education | Scoop.it
Gamification Expert Yu-kai Chou explains his elegent Gamification Framework that breaks Human-Focused Design into 8 Core Drives within an Octagon.

Via Martin (Marty) Smith, juandoming
Martin (Marty) Smith's curator insight, May 5, 2013 7:45 PM

I like this "framework" to create gamification particularly Chou's 8 Core Drives:

1) Epic Meaning and Calling

2) Development and Accomplishment

3) Expression of Creativity and Feedback

4) Ownership and Possession

5) Social Pressure and Envy

6) Scarcity and Impatience

7) Curiosity and Unpredictability

8) Loss and Avoidance

GREAT post on the HOW TOs of #gamification.  


Cool and helpful work from one of gamification's pioneers 

@yukaichou
Erin Moore's curator insight, May 6, 2013 11:36 AM

These dives/motivations can be used to improve engagaement in any interaction.

Rescooped by Rui Guimarães Lima from E-Learning-Inclusivo (Mashup)
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Tweet from @IntelEDU

Tweet from @IntelEDU | Didactics and Technology in Education | Scoop.it

#Gamification in education can help build knowledge and character. pic.twitter.com/Bv0tgjnsvz


Via xavier suñé, juandoming
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Rescooped by Rui Guimarães Lima from Educación y TIC - IKT eta hezkuntza
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Herramientas, recursos didácticos y servicios educativos para profesores

Herramientas, recursos didácticos y servicios educativos para profesores | Didactics and Technology in Education | Scoop.it

La gamificación, o ludificación, consiste en aplicar técnicas y dinámicas propias del pensamiento y la mecánica de la jugabilidad en contextos normalmente ajenos a los juegos. Te presentamos unos recursos educativos que te servirán de inspiración para poder aplicar estas técnicas y favorecer el fomento de ciertos comportamientos, aprovechando la predisposición psicológica que todo ser humano tiene hacia los juegos. De esta manera, tus alumnos realizarán ciertas tareas, que normalmente suelen considerar aburridas, desde un prisma mucho más divertido.


Via María Asunción Martínez Mayoral, juandoming, Educación Navarra - Hezkuntza Nafarroa
Inteligencia Lúdica's curator insight, June 26, 2015 4:02 PM

Herramientas, recursos didácticos y servicios educativos para profesores