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Book Reward Learning with Badges

    Book Details:
  • Author : Brad Flickinger
  • Publisher : International Society for Technology in Education
  • Release : 2022-08-30
  • ISBN : 1564846083
  • Pages : 107 pages

Download or read book Reward Learning with Badges written by Brad Flickinger and published by International Society for Technology in Education. This book was released on 2022-08-30 with total page 107 pages. Available in PDF, EPUB and Kindle. Book excerpt: This accessible guide shares how and why badges work and the secrets to designing great challenges that motivate students to build skills and take control of their learning. As an elementary technology teacher, author Brad Flickinger observed that his students had little motivation to use the devices surrounding them for anything other than gameplay and entertainment. His solution was to rethink his teaching, adding elements of gamification, challenge-based learning, design thinking and other approaches to learning. With this, the badge system was born. By incorporating badges, students are motivated by using the familiar challenges of gameplay as they earn visual indicators of progress and complete challenges. At the same time, they are mastering skills and progressing academically. Reward Learning with Badges shows how to implement a successful badging system in your classes. You’ll learn to think differently about motivation and achievement and prepare to embark on your own badging initiative. The book includes: • Step-by-step planning advice • Tips on implementation and technology • Support from examples and success stories With this book, you’ll learn everything you need to know to start badging, including how to introduce badging to students, faculty and parents; how to design physical and digital badges; how to relate badges to standards and curricular goals and more. Audience: K-8 classroom teachers

Book The Cambridge Handbook of Motivation and Learning

Download or read book The Cambridge Handbook of Motivation and Learning written by K. Ann Renninger and published by Cambridge University Press. This book was released on 2019-02-14 with total page 1172 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by leading researchers in educational and social psychology, learning science, and neuroscience, this edited volume is suitable for a wide-academic readership. It gives definitions of key terms related to motivation and learning alongside developed explanations of significant findings in the field. It also presents cohesive descriptions concerning how motivation relates to learning, and produces a novel and insightful combination of issues and findings from studies of motivation and/or learning across the authors' collective range of scientific fields. The authors provide a variety of perspectives on motivational constructs and their measurement, which can be used by multiple and distinct scientific communities, both basic and applied.

Book Intrinsic Rewards in Games and Learning

Download or read book Intrinsic Rewards in Games and Learning written by Kevin Miklasz and published by . This book was released on 2021-02-09 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although reward structures have generally been successful in games, the types of rewards used in education typically impede the learning process. New forms of educational rewards, like badges and micro-credentials, have generally failed to take root because of deep-seated design constraints in schools- the fact that you are using a badge is far less important than how you use a badge. This book makes the case that games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, meaningless, extrinsic reward structures.

Book Readicide

    Book Details:
  • Author : Kelly Gallagher
  • Publisher : Taylor & Francis
  • Release : 2023-10-10
  • ISBN : 1003843549
  • Pages : 128 pages

Download or read book Readicide written by Kelly Gallagher and published by Taylor & Francis. This book was released on 2023-10-10 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: Read-i-cide: The systematic killing of the love of reading, often exacerbated by the inane, mind-numbing practices found in schools. Reading is dying in our schools. Educators are familiar with many of the factors that have contributed to the decline, poverty, second-language issues, and the ever-expanding choices of electronic entertainment. In this provocative book Readicide: How Schools are Killing Reading and What You Can Do About It , author and teacher Kelly Gallagher suggests it is time to recognize a new and significant contributor to the death of reading: our schools. Readicide , Gallagher argues that American schools are actively (though unwittingly) furthering the decline of reading. Specifically, he contends that the standard instructional practices used in most schools are killing reading by:Valuing standardized testing over the development of lifelong readersMandating breadth over depth in instructionRequiring students to read difficult texts without proper instructional support and insisting students focus on academic textsIgnoring the importance of developing recreational readingLosing sight of authentic instruction in the looming shadow of political pressuresReadicide provides teachers, literacy coaches, and administrators with specific steps to reverse the downward spiral in reading-;steps that will help prevent the loss of another generation of readers.

Book Designing Effective Digital Badges

Download or read book Designing Effective Digital Badges written by Joey R. Fanfarelli and published by Routledge. This book was released on 2019-03-27 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Effective Digital Badges is a hands-on guide to the principles, implementation, and assessment of digital badging systems. Informed by the fundamental concepts and research-based characteristics of effective badge design, this book uses real-world examples to convey the advantages and challenges of badging and showcase its application across a variety of contexts. Professionals in education, game development, mobile app development, and beyond will find strategies for practices such as credentialing, goal-setting, and motivation of their students.

Book ECEL 2016   Proceedings of the 15th European Conference on e  Learning

Download or read book ECEL 2016 Proceedings of the 15th European Conference on e Learning written by and published by Academic Conferences and publishing limited. This book was released on with total page 823 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of the 15th European Conference on e- Learning (ECEL 2016)

Book Foundation of Digital Badges and Micro Credentials

Download or read book Foundation of Digital Badges and Micro Credentials written by Dirk Ifenthaler and published by Springer. This book was released on 2016-06-29 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume provides insight into how digital badges may enhance formal, non-formal and informal education by focusing on technical design issues including organizational requirements, learning and instructional design, as well as deployment. It features current research exploring the theoretical foundation and empirical evidence of the utilization of digital badges as well as case studies that describe current practices and experiences in the use of digital badges for motivation, learning, and instruction in K-12, higher education, workplace learning, and further education settings.

Book Digital Badges in Education

Download or read book Digital Badges in Education written by Lin Y. Muilenburg and published by Routledge. This book was released on 2016-03-22 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.

Book Digital Badges in Education

Download or read book Digital Badges in Education written by Lin Y. Muilenburg and published by Routledge. This book was released on 2016-03-22 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.

Book Connected Learning  Origins  Opportunities  and Perspectives of Contemporary Educational Design

Download or read book Connected Learning Origins Opportunities and Perspectives of Contemporary Educational Design written by Henning Schoenenberger and published by Springer Nature. This book was released on 2024-01-16 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a unique, machine-generated overview of the current state of research in Connected Learning, Networked Learning, Digital Badges, Micro-Credentials, and Lifelong Learning. The concept of Connected Learning picks up learners where they are, and that is no longer just the classroom or seminar room. Connected Learning seeks to understand the context of learning and the motivation of learners in order to design a more contemporary and effective learning experience. Central to this is the understanding that Connected Learning is collaborative and takes place in peer-to-peer networks, that it is based on participation, problem orientation and application, and that the more personalised the learning, the more interested learners are. This volume condenses and synthesizes research from a large variety of English-language articles into a concise yet comprehensive overview. Readers will benefit from the selection and synthesis of articles that allow them to get a quick understanding of the research area, while also being able to click through to the original sources to dive deeper into any particular topic. This volume is a key source of information and insight for those interested in the current research, as well as serving as an inspiring starting point for their own research.

Book Macro Level Learning through Massive Open Online Courses  MOOCs   Strategies and Predictions for the Future

Download or read book Macro Level Learning through Massive Open Online Courses MOOCs Strategies and Predictions for the Future written by McKay, Elspeth and published by IGI Global. This book was released on 2015-03-31 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: To some in academia, Massive Open Online Courses are a paradigm shift in online education, while others perceive them as a threat to traditional styles of pedagogy. In this regard, the time-honored model of the university lecture is seen as being a potential casualty of the rise of MOOCs. Macro-Level Learning through Massive Open Online Courses (MOOCs): Strategies and Predictions for the Future provides insight into the emerging phenomenon of MOOCs as a design manual for the course designer with a collection of chapters that deal with all facets of the MOOC debate. Industry training developers, corporate trainers, educators, post graduate students, and others will benefit from the information provided in this book.

Book Games and Learning Alliance

Download or read book Games and Learning Alliance written by Antonios Liapis and published by Springer Nature. This book was released on 2019-11-20 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Book Full STEAM Ahead

Download or read book Full STEAM Ahead written by Cherie P. Pandora and published by Bloomsbury Publishing USA. This book was released on 2017-10-03 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a toolkit for youth and young adult librarians—school and public—who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin. Most educators are well aware of the reasons for emphasizing STEAM—topics that fall within the broad headings of science, technology, engineering, arts, and mathematics—in the curriculum, regardless of grade level. But how do librarians who work with 'tweens in middle school, high school, and public libraries—fit into the picture and play their roles to underscore their relevance in making STEAM initiatives successful? This book answers those key questions, providing program guidelines and resources for each of the STEAM areas. Readers will learn how to collaborate in STEAM efforts by providing information on resources, activities, standards, conferences, museums, programs, and professional organizations. Emphasis is placed on encouraging girls and minorities to take part in and get excited about STEAM. In addition, the book examines how makerspaces can enhance this initiative; how to connect your programs to educational standards; where to find funding; how to effectively promote your resources and programs, including how school and public librarians can collaborate to maximize their efforts; how to find and provide professional development; and how to evaluate your program to make further improvements and boost effectiveness. Whether you are on the cusp of launching a STEAM initiative, or looking for ways to grow and enhance your program, this book will be an invaluable resource.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Reimagining Digital Learning for Sustainable Development

Download or read book Reimagining Digital Learning for Sustainable Development written by Sheila Jagannathan and published by Routledge. This book was released on 2021-06-22 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reimagining Digital Learning for Sustainable Development is a comprehensive playbook for education leaders, policy makers, and other key stakeholders leading the modernization of learning and development in their institutions as they build a high value knowledge economy and prepare learners for jobs that don't yet exist. Currently, nearly every aspect of human activity, including the ways we absorb and apply learning, is influenced by disruptive digital technologies. The jobs available today are no longer predicators of future employment, and current and future workforce members will need to augment their competencies through a lifetime of continuous upskilling and reskilling to meet the demands of the Fourth Industrial Revolution. This book features curated insights and real-world cases from thought leaders throughout the world and identifies major shifts in content formats, pedagogic approaches, technology frameworks, user and design experiences, and learner roles and expectations that will reshape our institutions, including those in emerging economies. The agile, lean, and cost-effective strategies proposed here will function in scalable and flexible bandwidth environments, enabling education leaders and practitioners to transform brick-and-mortar learning organizations into digital and blended ecosystems and to achieve the United Nation’s ambitious Sustainable Development Goals by 2030. Chapter 18 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Book Equity and Formative Assessment in Higher Education

Download or read book Equity and Formative Assessment in Higher Education written by Dorit Alt and published by Springer Nature. This book was released on 2021-08-13 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book discusses instruction, learning, and assessment in higher education with an emphasis on several effective formative assessment tools and methods such as digital badges, reflective journals, and peer assessment used in learning environments comprising students of diverse, multicultural backgrounds. Each chapter provides a rich theoretical review, followed by a case study detailing the challenges involved in using those assessment methods in a diverse classroom, as well as practical suggestions for removing potential barriers, especially for minority students. Most of the narrated case studies are accompanied by episodes, thoughts, and feelings expressed by both students and instructors throughout the assessment processes. This book provides a valuable updated reference source for pedagogical and research purposes for a wide audience. Students, teachers, policymakers, curriculum designers, and teacher educators interested in fostering initiatives in higher education can undoubtably benefit from this book's contents, which are aimed at adapting teaching–learning assessment processes to the unique learning needs of culturally diverse student populations.

Book Next Generation Applications and Implementations of Gamification Systems

Download or read book Next Generation Applications and Implementations of Gamification Systems written by Portela, Filipe and published by IGI Global. This book was released on 2021-10-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.