Gamification

Students’ Success: Do Parents Have Any Affect, At All?

Decades of research have shown that parental involvement in the classroom is an important indicator of students’ academic success. In ”Parental Effort, School Resources, and Student Achievement,” which appeared in the spring 2008 issue of the Journal of Human Resources, parental involvement is shown to have a strong and positive effect on student achievement. Schools would have to spend more than $1,000 per student to create the same effect. Teachers, schools, and Parent-teacher organizations should begin implementing techniques for encouraging parent participation both at home and in the classroom. Offering some incentives and metrics for success can help achieve this desired motivation.  It can incite parents into voluntary action by creating an environment where parents, like students, are recognized and rewarded for their participation. There is a substantial amount of evidence that game mechanics (rules or constructs designed to produce game or game play) are extremely effective at increasing motivation. Badges have been created to incite action and engagement based off psychology’s incentive motivation theory which suggests that people are motivated to act by external rewards. Nothing is intrinsically motivating about a badge in and of itself but the meaning of the badge gives it significance and currency. The badges provide social and psychological rewards for users, in this case parents, which can be highly motivating and rewarding within their social environment. The desire for social approval will entice users to act due to the promise of public recognition and social currency within the parental environment. Schools, teachers, and Parent organizations can use Youtopia to engage, motivate and track parental involvement. Create challenges and activities that parents can complete for points and badges. These activities can include helping in the classroom, planning parties, creating teaching tools, parking duty, [...]

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    Recent Buzz on Youtopia Recent Buzz on Youtopia

    Recent Buzz on Youtopia

Recent Buzz on Youtopia

Youtopia 18, MAR A few weeks ago, I was invited through Twitter to learn more about Youtopia, an amazing platform for gamifying learning and service. Gamification is a motivational tool which commonly relies on “badges” or some other outside incentive to promote behavior. Think of “achievements” in video games – progressing in a game is a game in and of itself. Youtopia lets you take this mentality and apply it to students and club members. Nevertheless, the administrator of the group has the power to set badges and requirements for earning them, making this platform available for gamifying practically anything. The product is, in short, amazing; but the service is more astounding. I was given a free demonstration of the software and even invited to try the product out with any groups I’m involved with. More importantly, this invitation extends to anyone interested. If you are at all interested in this software, let me know, and I will connect you. Follow Zach on twitter @Zlipp and visit his blog

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    Education: How Games Help Your Academic Achievement Education: How Games Help Your Academic Achievement

    Education: How Games Help Your Academic Achievement

Education: How Games Help Your Academic Achievement

Approach the education system in a progressive, yet open innovative manner, introducing the power of “Gamification” within the education system as it exists today might just be the next best step to take. The education system is at the core already a game: you earn points (Grades) you get challenges (Exams) there are levels (For example: first to second grade is leveling up). Feedback In the current education system you’ll get lectures about a certain subject for weeks and weeks, closing the subject with a formal exam that will measure how much you know. Or how much you still remember from the last minute studying the day and/or night before. Splitting the subjects into smaller pieces, making them true “challenges” that you can accomplish very quickly one after the other would allow the players to go through the materials at their own pace. Adapting gradually to the complexity and difficulty of the subject, applying their newly discovered skills and/or tools for the next challenge. Engage A goal to engage users is by getting players to acknowledge their achievements! This is a very visual and audible sign indicating that the player was intrinsically motivated and is proud about his/her achievement. It is this kind of motivation that will trigger the urge of the player to continue towards the next challenge that is slightly more difficult to go through. Don’t Forget Social Media Of course it is not only the challenge concept and allowing people to fail that will motivate them to play, that would be too easy in this complex world we live in. The most important part here is to come up with the right “story” that incorporates the challenges and all other game-elements. Without a good story, the players [...]

  • Gamification
    Gamification in Education: Creating New Techniques for Students Gamification in Education: Creating New Techniques for Students

    Gamification in Education: Creating New Techniques for Students

Gamification in Education: Creating New Techniques for Students

Gamification in education can be an effective motivational tool for engagement. Some educators spot increases in student engagement while others see skill acquisition benefits. It can also be a tool for enabling teachers to guide and reward their students and in terms of game mechanics, urgent optimism is a powerful force to get the classroom to take action quickly, keeping them on task and highly motivated. Some schools have developed a common core-based language arts curriculum that is entirely based on “World of Warcraft.” Algebraic equations are being solved by the implementation of “Angry Birds” to illustrate parabolic movement and provide students with impetus. Other programs, primarily those that focus on physical education, have even introduced “Dance Dance Revolution” to get the kids moving.

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    Go Mobile or Go Home: Integrating social media into your classroom Go Mobile or Go Home: Integrating social media into your classroom

    Go Mobile or Go Home: Integrating social media into your classroom

Go Mobile or Go Home: Integrating social media into your classroom

Going Mobile is not just “going” it is living…. It was during the election that I began to notice a strange cramp in my fingers. I had spent the majority of the day texting, tweeting and emailing from my smartphone, using my thumbs (the appendages that distinguish man from beast mind you) to dictate my world. When it was time to do real work on my computer, the keypad looked daunting, as if I were trying to translate hieroglyphics from ancient times. I stretched out each finger, straining with each tap to reach the appropriate key. This misfortune had me wondering, will I ever fully recover? Will my ten fingers ever be as lucid as they were several years ago, before going mobile was such a trend?   Going mobile is not just a trend; it is a lifestyle change, a metamorphosis of mind, body and emoticons. According to a recent poll, 17% of all adult cell owners who are “cell-mostly internet users,” which means that they only use their mobile devices to navigate the web, are relying on their phones for all their Internet connections. This number might shock some and mystify others, but get this: Nearly half of all 18-29 year olds (45%) who use the internet on their smart phones do most of their online browsing on their phones. So what will it take to migrate these users back to the computer screen? The 17% who are strictly mobile claim the reason they do so is out of convenience, or the 4 G’s: Google, games, geography and gesturing or the ability to access the web with a 4g network. But the reality is with technology advancing at such a rapid pac It has become [...]