Gamification could change how we learn in the classroom. It makes the “boring” subjects of math and writing and makes it a fun activity. There are many ways that there is gamification in the classroom. One of these examples being the game Sumdog. Sumdog is a math learning site where you play a fun side game for learning. The site “Wikipedia” states that “education and training are areas where there has been interest in gamification.” Gamification in education is the two key elements. They are training at the skill they are practicing.
You might be saying like “That wouldn’t work.” Here is how this idea could work. In the article “Add an emergency response alert to mobile game apps”, it points out how you could make a game such as “Pokemon
Both Roosevelt’s “four freedoms” speech and Kennedy's inaugural address are about freedom. They are from different presidents at different times, however, Roosevelt’s speech is about war, fighting and how we got our freedom, whereas Kennedy’s speech is about after war and what people can do to help their country. The following paragraphs will show how the two speeches are similar and different.
Alfie Kohn discussed multiple fabulous points in his article, “Degrading to De-Grading”. The author suggests more effective ways to assess students’ progress other than numerical or letter grades. Kohn goes into detail about why our current grading system is flawed. Grades can cause students to lose interest in learning which causes them to stop taking challenges. If students are not engaged and interested than they are not retaining the information they are being taught. The grading system can also cause students to develop unhealthy competition with one another for instance, “I got a better grade than you!”. Indeed, grades are a wonderful concept, but they tend to be more hurtful than helpful. In some cases, grades can have positive effects on students. For example, setting goals for various assignments, or receiving help where they are struggling. Though, there are alternatives that could make positive changes in the system.
A Controlled/no-gaming learning situation was also included in the study. The students’ also completed two 40 minute math sessions per week for a total of 4 weeks. The math exercise session was done individually. But this time around laptops were not included. Student were instructed individually using paper and pencil to take on math exercises that revolved around math concepts and skills. At the end, the teachers gave feedback to all students. Feedback that reflected on whether they got correct or incorrect items answers on the exercise sheets.
Games are even helping scientists solve real world problems. According to the article “ how online gamers are solving science's biggest problems” we discover that “ an online puzzle game about protein folding resolved the structure of an enzyme that caused an AIDS like disease”. This problem couldn't be solved by scientists in the past 13 years, but only took gamers 3 weeks. The the problem solving and strategic thinking involved in some games can be reused as skills in the real world. This article goes on to show finding data patterns like the game candy crush or a game called efe RNA to make shapes and understand genes. Games like these can teach and educate in some cases, but exclude the unneeded violence. Games can be fun and beneficial without the
“All it took was once class period—Syllabus Day, at that—to convince me that the gamified classroom was an infinitely unique, innovative, and effective alternative to the traditional classroom” said Morgan Ebbs in his article on the “Benefits of Gaming in Academia”. When I saw the two words “Gaming” and “Academia” together I thought surly this must be a mistake or possibly a joke. I stood corrected. Morgan proved me wrong as the class “The Rhetoric of Gaming” proved Morgan wrong. I was utterly shocked when reading this article because It explained, what I thought to be the, impossible. The impossible was using the concept of entertainment as a tool for learning.
. My research indicates that for a lot of schools they follow the Standard Response Protocol. The Standard Response Protocol was created by the I Love U Guys Foundation. The I Love U Guys Foundation was started by Ellen and John-Michael Keyes who had “devoted their skills in design and packaging, and critical thought. Their twenty-five year professional careers proved essential building blocks for the Foundation.” The Standard Response protocol was made for “not on individual scenarios but on the response to any given situation.” It is not a computer based system, it's a protocol for administrators and staff to follow when in an emergency like an evacuation or a lockdown.On their website it is stated that “ (un)like the Incident Command System (ICS), SRP demands a specific vocabulary but also allows for great flexibility. The premise is simple - there are four specific actions that can be performed during an incident. When communicating these, the action is labeled with a "Term of Art" and is then followed by a "Directive." Execution of the action is performed by active participants, including students, staff, teachers and first responders.” My app will greatly help the Standard Response Protocol to help with the response time of an emergency, the time from the start of an emergency to an end will be smaller, and it will greatly help faculty with getting the
What we as teachers must understand that it is not all about us when it comes to educating our youth. It is completely dependent on the styles in which our children learn and retain information best. In regards to this simple yet widely forgotten notion, we must instruct them in a manner that is best suited to their needs. This will definitely create more work for us as teachers, but the result from incorporating a few more learning games and humorous scenarios will definitely pay off by creating better thinkers and long lasting memories of learned material.
Two-hundred years ago, there was a scientific study on the brains of Native Americans called the craniology and phrenology. The Europeans examined only indigenous people’s heads and were forbidden to use any European’s brains. The Europeans did three experiments, such as decapitating the tops of the heads and filling them with sand to see if their brains were smaller than blacks. The Europeans also looked at the bones and said that if the bones were in a certain way (such as natives cheek bones being up higher) the person was thought to be stupid. The last experiment the Europeans did to American Indians was that they had a small devise that they would put on the head and it would slice the brain open. There would be an award for
Gamification can have a tremendous influence on teaching and learning if properly integrated into our learning communities. Although technology inclusion has made a huge impact on creating differentiated instruction, we still have a long road ahead to create learning environments that not only meet the needs of all students but also keep students engaged and
students’ learning motivation (Proulx etc.). Many modern day U.S. schools use digital game-based learning. This approach, “integrat[es] appropriate learning strategies into a game [to]
students’ learning motivation (Proulx etc.). Many modern day U.S. schools use digital game-based learning. This approach, “integrat[es] appropriate
This online article by Bruce Schneier addresses a distinct way in which the Internet of Things is very similar to social class and the composition of society. He does so by creating one large analogy that compares the parts that constitute the whole of the Internet of Things to the parts that form a “world-size robot.” By examining this perspective the Functionalist school of thought, we can see that the Internet of Things and society are synonymous in structure. While the Internet of Things is made up of various technological devices, our society is analogically made up of institutions and social classes.
Central idea: Video games are beneficial for students in the classroom and home. Using video games in schools or higher institutions can help build teamwork, foster decisions, critical and strategic skills useful in schools, work and life.
Subjects that might be monotonous for some – like math and science – can be much more engaging with virtual lessons, tutoring, and the streaming of educational videos (Khan, 2012, p. 17). This carries tremendous weight for me. As a student who struggled with Math, the best way that I learned was through computer games because it was fun and interesting to me. When students are given the opportunity to learn at their pace, stress levels are managed and scores are increasingly higher because the student is given the opportunity to grow their confidence and complete the task at hand without feeling any pressure.
Deans and Academic Heads. This could help them determine the needs of the students belonging to their institute. This study can help them create ideas that they could share with PE teachers and academic organizations in their institute in order to be able to implement activities, agendas, seminars that could boost and enhance the students’ performance and awareness in terms of the effects of playing virtual games in their practical