21st Century Learning and Teaching
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New LEGO Augmented Reality App Is The Best Open-World LEGO Video Game | #AR #Apps #Creativity 

New LEGO Augmented Reality App Is The Best Open-World LEGO Video Game | #AR #Apps #Creativity  | 21st Century Learning and Teaching | Scoop.it
LEGO just released an impressive new AR app and it could revolutionise how children play with bricks in the same way Pokemon Go did for catching monsters.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=LEGO

 

Gust MEES's insight:
LEGO just released an impressive new AR app and it could revolutionise how children play with bricks in the same way Pokemon Go did for catching monsters.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=LEGO

 

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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
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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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EUN Academy | Games in Schools 2nd Round | eSkills

EUN Academy | Games in Schools 2nd Round | eSkills | 21st Century Learning and Teaching | Scoop.it
EUN Academy


We are delighted to announce this 2nd round of the Games in Schools course. The 1st round finished in December 2014 with great success which is why the Interactive Software Federation of Europe is supporting this 2nd round of the course including some small updates. The 2nd round will featureEnglish subtitles on all videos, digital badges and the support of national course ambassadorsfrom selected European countries.


Learn more:


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



Gust MEES's insight:
EUN Academy


We are delighted to announce this 2nd round of the Games in Schools course. The 1st round finished in December 2014 with great success which is why the Interactive Software Federation of Europe is supporting this 2nd round of the course including some small updates. The 2nd round will featureEnglish subtitles on all videos, digital badges and the support of national course ambassadorsfrom selected European countries.


Learn more:


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


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Cybersecurity Lab | Take cybersecurity into your own hands | GAME

Cybersecurity Lab | Take cybersecurity into your own hands | GAME | 21st Century Learning and Teaching | Scoop.it
Take cybersecurity into your own hands. In this Lab, you’ll defend a company that is the target of increasingly sophisticated cyber attacks. Your task is to strengthen your cyber defenses and thwart the attackers by completing a series of cybersecurity challenges. You’ll crack passwords, craft code, and defeat malicious hackers.


Gust MEES insight: A MUST TRY! So far THE BEST I have seen! LEARNing by playing and with fun also. Could get used in #Coding and on #digcit #eCitizen #eSkills. GREAT realization!


Learn more:


http://gustmees.wordpress.com/2013/10/27/cyber-security-is-easy-get-the-right-reflexes/




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Gust MEES insight: A MUST TRY! So far THE BEST I have seen! LEARNing by playing and with fun also. Could get used in #Coding and on #digcit #eCitizen #eSkills. GREAT realization!


Learn more:


http://gustmees.wordpress.com/2013/10/27/cyber-security-is-easy-get-the-right-reflexes/


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Game Company Ubisoft Hacked, User Accounts Compromised

Game Company Ubisoft Hacked, User Accounts Compromised | 21st Century Learning and Teaching | Scoop.it
Ubisoft suffered a hack to one of their websites and customer data including names, emails and encrypted passwords were accessed by unauthorized third parties.
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http://www.scoop.it/t/securite-pc-et-internet/?tag=Games

 

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AVG Insight: 90% of game hacks infected with malware

AVG Insight: 90% of game hacks infected with malware | 21st Century Learning and Teaching | Scoop.it
AVG Blogs: The latest news from the security industry. Learn about malware, exploits and other threats.

 

In our second monthly Insight, our AVG Viruslab Research Group has uncovered the sheer amount of malware prevalent in file sharing sites, which often visited by eager gamers, intent on, well, gaming the system to get shortcuts that can save a lot of time and effort in progressing their character in their game of choice.

 

===> And while this may appear a niche attack, the actual scale of the market is far bigger than you may realise. <===

 

While most of us probably know of the explosion of online gaming over the past few years, we are perhaps unaware of the dollar size of the market. Five of the top multiplayer games alone: World of Warcraft, League of Legends, Runescape, World of Tanks and Minecraft, are played by more than 330 million people worldwide and are part of a multi-billion-dollar industry.

 

===> In fact, in the investigation by our team they found it to be as high as 90% in some sites. So gamers need to be aware that they are putting themselves at risk. <===


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===> And while this may appear a niche attack, the actual scale of the market is far bigger than you may realise. <===

 

===> In fact, in the investigation by our team they found it to be as high as 90% in some sites. So gamers need to be aware that they are putting themselves at risk. <===

 

 

Check also:

 

https://gustmees.wordpress.com/2012/11/05/naivety-in-the-digital-age/

 

http://mediacenter.avg.com/content/mediacenter/en/press-tools/avg-insight/avg-insight-issue-2-april-2013.html

 

 

Gust MEES's curator insight, April 11, 2013 8:21 AM

 

===> And while this may appear a niche attack, the actual scale of the market is far bigger than you may realise. <===

 

===> In fact, in the investigation by our team they found it to be as high as 90% in some sites. So gamers need to be aware that they are putting themselves at risk. <===

 

 

Check also:

 

https://gustmees.wordpress.com/2012/11/05/naivety-in-the-digital-age/

 

http://mediacenter.avg.com/content/mediacenter/en/press-tools/avg-insight/avg-insight-issue-2-april-2013.html

 

 

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10 Ways Teachers Use massively multplayer online role-playing games (MMOs) in the Classroom

10 Ways Teachers Use massively multplayer online role-playing games (MMOs) in the Classroom | 21st Century Learning and Teaching | Scoop.it

The media tends to love a story of some Cheeto-dusted, Mountain Dew-chugging troglodyte landing in rehab because Everquest or World of Warcraft more or less encompassed every millisecond of their lives and they, like, totally thought they were a Blood Elf mage in real life or something. Except MMORPGs, or massively multiplayer online role-playing games, actually benefit society when applied to certain situations, but nobody ever talks about it. Academics have seized upon these games in order to better illustrate classroom lessons, build necessary character skills, and other lovely things you’ll find out if you keep reading.

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What’s the Difference Between Games and Gamification?

What’s the Difference Between Games and Gamification? | 21st Century Learning and Teaching | Scoop.it
Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”

 

GAMIFICATION

Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.

 

Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”

 

Outside of education, some call these “reward, recognition and motivation programs.” And Alex Chisholm, executive director of the Learning Games Network, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.

 

Read more, very interesting:

http://blogs.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/

 

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A Must-Have Guide To Gaming In The Classroom - with an interesting Infographic

A Must-Have Guide To Gaming In The Classroom - with an interesting Infographic | 21st Century Learning and Teaching | Scoop.it
Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom.

Via Ana Cristina Pratas
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Top 100 Learning Game Resources | Upside Learning Blog

Top 100 Learning Game Resources | Upside Learning Blog | 21st Century Learning and Teaching | Scoop.it
When writing the whitepaper about Casual games, I did a fair bit of research and looked at several hundred web links.

 

 

 

 

 

 

Read more:

http://www.upsidelearning.com/blog/index.php/2009/06/24/top-100-learning-game-resources/

 


Via Tom Perran, Timo Ilomäki
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Researchers debate gaming's effects on the brain | eSchool News

Researchers debate gaming's effects on the brain | eSchool News | 21st Century Learning and Teaching | Scoop.it
A U.K. study that compared teenage video gamers found that those who played video games frequently have more gray matter in the area of the brain known to be associated with rewards and decision-making, which raises the question of whether gaming...
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eConfidence | Confidence in behaviour changes through serious games | #ModernEDU 

eConfidence | Confidence in behaviour changes through serious games | #ModernEDU  | 21st Century Learning and Teaching | Scoop.it

The project aims at researching the use of serious game for positive behavioural changes.

 

Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but at the same time, their effectiveness has been analysed in several studies aiming to answer the question whether they are an effective instrument for behaviour change.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Behavior+Change

 

 

Gust MEES's insight:

The project aims at researching the use of serious game for positive behavioural changes.

 

Serious games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but at the same time, their effectiveness has been analysed in several studies aiming to answer the question whether they are an effective instrument for behaviour change.

 

Learn more / En savoir plus / Mehr erfahren:

 

http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Behavior+Change

 

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Middle Schoolers Built an #Arduino Board #Game to Explore Ancient Egypt | #Creativity #MakerSpace #BestPracTICES

Middle Schoolers Built an #Arduino Board #Game to Explore Ancient Egypt | #Creativity #MakerSpace #BestPracTICES | 21st Century Learning and Teaching | Scoop.it
A hidden sarcophagus, digital dice, mummy voice over, and desert sound effects. This board game looks like it's fun and educational.

 

Learn more / En savoir plus / Mehr erfahren:

 

https://gustmees.wordpress.com/2014/08/20/maker-space-a-new-trend-in-education-and-a-big-responsibility/

 

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The Benefits of Interactive Games in the Classroom

The Benefits of Interactive Games in the Classroom | 21st Century Learning and Teaching | Scoop.it
Common Sense is excited to launch Digital Compass, a new choose-your-own adventure interactive for middle schoolers. Coming April 16, Digital Compass helps kids explore how the decisions they make in their digital lives can impact their relationships and futures. On the eve of launching Digital Compass, I spoke with Dr. Michael Carter, a cognitive development expert and gaming guru, on how an interactive like Digital Compass can be beneficial in the classroom.


Learn more:


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


Gust MEES's insight:
Common Sense is excited to launch Digital Compass, a new choose-your-own adventure interactive for middle schoolers. Coming April 16, Digital Compass helps kids explore how the decisions they make in their digital lives can impact their relationships and futures. On the eve of launching Digital Compass, I spoke with Dr. Michael Carter, a cognitive development expert and gaming guru, on how an interactive like Digital Compass can be beneficial in the classroom.


Learn more:


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


Karla Goroka's curator insight, June 3, 2015 6:43 PM

Una buena recomendación para mis compañeros profesores 

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Math, Science, History: Games Break Boundaries Between Subjects

Math, Science, History: Games Break Boundaries Between Subjects | 21st Century Learning and Teaching | Scoop.it
Game-based learning forces students to apply knowledge in a contextualized way, it creates an interdisciplinary learning experience where subject-specific knowledge is used in a context that requires diverse applications. The borders between disciplines become fuzzy and ambiguous.


Learn more:


http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Rise+of+the+Professional+Educator


Gust MEES's insight:
Game-based learning forces students to apply knowledge in a contextualized way, it creates an interdisciplinary learning experience where subject-specific knowledge is used in a context that requires diverse applications. The borders between disciplines become fuzzy and ambiguous.


Learn more:


http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Rise+of+the+Professional+Educator


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Ubisoft hack hits millions of gamers

Ubisoft hack hits millions of gamers | 21st Century Learning and Teaching | Scoop.it
Ubisoft says email addresses and other details stored on its computers have been "illegally accessed", compromising up to 58 million accounts.
Gust MEES's insight:

 

The firm said it had 58 million people on its database at the time of attack.


Learn more:


http://www.scoop.it/t/securite-pc-et-internet/?tag=Games


Gust MEES's curator insight, July 3, 2013 6:27 AM

 

The firm said it had 58 million people on its database at the time of attack.

 

Learn more:

 

http://www.scoop.it/t/securite-pc-et-internet/?tag=Games

 
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Kaspersky discovers hacker group targeting online games

Kaspersky discovers hacker group targeting online games | 21st Century Learning and Teaching | Scoop.it
Security firm says a group named "Winnti" has been infiltrating the servers of at least 35 games developers and publishers--many in Asia--since 2009, stealing their source codes for software piracy and virtual currency.
Gust MEES's insight:

 

Check also:

 

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

 

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7 tips for a Game-Based Learning success

7 tips for a Game-Based Learning success | 21st Century Learning and Teaching | Scoop.it
Are you thinking of using games as a new way to develop eLearning content? Are you thinking of applying the theory of gaming in eLearning but you do not know how to?

 

Read more, a MUST:

http://elearningindustry.com/subjects/concepts/item/398-7-tips-game-based-learning

 

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Educational Videos and Games for Kids about Science, Math, Social Studies and English

Educational Videos and Games for Kids about Science, Math, Social Studies and English | 21st Century Learning and Teaching | Scoop.it
Kids science, math, social studies, history, geography and other educational videos, lessons, quizzes and educational games for K-12 grade kids that make learning fun and interesting.

 

Read more, a MUST:

http://www.neok12.com/

 

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Video Games for Learning

How can digital games support conceptual learning? And how can games be made accessible and useful for teachers? Those are the questions addressed by Possibl...

Via Ana Cristina Pratas
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Teachers' Quick Guide on The Use of Games in Education

Teachers' Quick Guide on The Use of Games in Education | 21st Century Learning and Teaching | Scoop.it

Online gaming plays a major part in most of young people's lives. The gaming trend that started off as a sole leisure activity a couple of years ago is now integrated into the mainstream and more and more people are using them on everyday basis.Game developers and business corporations are generating billions of revenues out of their sales .

 

In March 2008, a government-funded report from DCSF indicated that sales of games for the under 12 age group represented nearly three quarters of the total UK games market. 87 % of 5-16 year old have a game's console at home, and the enormous success of the Nintendo Wii has shown that new technologies can reach and hold audiences never expected to enjoy playing online or computer games.

 

Read more:

http://www.educatorstechnology.com/2012/07/teachers-quick-guide-on-use-of-games-in.html

 

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Video Games for Learning: Resource Roundup | Edutopia

Video Games for Learning: Resource Roundup | Edutopia | 21st Century Learning and Teaching | Scoop.it
Check out Edutopia's collection of articles, videos, and resources on using video games and simulations in the classroom.
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The Power of Play in Learning | MindShift

The Power of Play in Learning | MindShift | 21st Century Learning and Teaching | Scoop.it

This model of learning is not only effective for videogames but for all digital tools, and I would argue that play — especially in the digital sense — is emerging as a pedagogical keystone for education in the 21st century.

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