21st Century Learning and Teaching
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Gaming for learning | #Gamification #Games #LEARNing2LEARN

Gaming for learning | #Gamification #Games #LEARNing2LEARN | 21st Century Learning and Teaching | Scoop.it
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 


Via Kim Flintoff
Gust MEES's insight:
Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.

 

Gaming as a tool for learning

Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Kim Flintoff's curator insight, November 13, 2016 5:36 PM

Maybe we can look at an ANZ Water Challenge?  The Trans-Tasman Test in Water and Sustainability? @NZAquaRepublica

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A Gamified e-Learning Design Model to Promote and Improve Learning | #Gamification

A Gamified e-Learning Design Model to Promote and Improve Learning | #Gamification | 21st Century Learning and Teaching | Scoop.it
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

 

Learn more / En savoir plus / mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 


Via THE OFFICIAL ANDREASCY
Gust MEES's insight:
This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.

 

Learn more / En savoir plus / mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Andreas Christodoulou's curator insight, June 2, 2016 1:03 AM
Share your insight
delta14's curator insight, October 28, 2016 11:46 AM
Describe los componentes lúdicos que favorecen los aprendizajes en ambientes virtuales.
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Stretch student collaboration skills with Breakout EDU

Stretch student collaboration skills with Breakout EDU | 21st Century Learning and Teaching | Scoop.it
There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.

There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.

Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

Gust MEES's insight:
There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.

There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.

Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification

 

 

Alex's curator insight, August 17, 2016 7:15 PM
good news for teens! Some gaming skills are useful :)
Claudia Estrada's curator insight, August 26, 2016 10:18 AM
Another way to motivate and engage students and make learning interesting.  
Manuel Garcia's curator insight, June 4, 2023 8:39 PM
Breakout EDU is a popular platform for immersive learning games that promote critical thinking and collaboration in classrooms. Teachers can choose between physical games, which require a Breakout EDU box and locks, or digital games that can be played using internet-connected devices. With a variety of game options available, students work together to solve puzzles and unlock the box within a set time limit, fostering creativity and a growth mindset.