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Graduate Credit for TIES Workshops
TIES Workshop Evaluation

 

Introduction to Gaming and Gamification
This introductory webinar will explore the increasing interest in digital games in the classroom. A demonstration of several existing online games and simulations will help explain why so many educators and researchers are exploring these powerful tools to benefit student learning. Resources for finding games for your students' ages and ability levels will be shared.
Presenter
Cara Hagen
TIES
Lead Education Technology Consultant
TIES Conference Vice-Chair
cara.hagen@ties.k12.mn.us
Definitions

The Classroom Start

  • Play to Learn
    • Inquiry
    • Creativity
    • Fun 
    • Collaboration (co-learning)
    • Digital Citizenship
  • Fail to Learn
    • Process
    • Effort
    • Strategy


http://www.edutopia.org/katie-salen-game-based-learning-video

Online Games
  • Alien Rescue - 6th grade science - free, online, standards based
  • iCivics - K-12 social studies - free, online, standards based 
  • Taking It Global - K-12 all content areas - free, online, global awareness and social action
  • Plan It Green - 6-12 science & social studies - free, online, from National Geographic, GE and Center for Science
  • Wolf Quest - 4-12 science - free, downloadable for Mac & Win - from the Minnesota Zoo
  • Energy City - science & engineering - free, online, from National Geographic and the Jason Project
  • Space Network 2 - 8th grade cc language arts - free demo, online, standards based
  • Web Adventures - 9-12 Science - free, online
  • Atlantis Remixed & Quest Atlantis - elementary - free, downloadable, must apply to participate (remix is coming soon!)
  • Mission US - 5-8 American History - free, online, 
  • Gen i Revolution - 6-12 Financial Literacy -

Commercial Games
Merging the kids world and school world without corrupting their game world, stay true to their game world




Virtual World Examples in Education

According to Wikipedia, a virtual world is an online community that takes the form of computer based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others.
  • Second Life - Developed by Linden Labs it is one of the largest and most successful virtual worlds currently in existence. While not developed for education, it hosts a large K-12, higher ed, and education organization presence.
  • Video (Machinema) from Second Life



Gamifying Your Classroom

Things to Remember