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References of pictures not identified on posts:

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References of pictures not identified on posts:

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padlet.com
http://www.judyzportraits.com/category/games/

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What's best practice for length of a game? Is it better to drag one out over a unit or short lessons that might last a few days?

Are administration becoming more knowledgeable about GBL and will therefore show more support for teachers?

How is the undergraduate teaching degree changing as more 21st century teaching methods become more mainstream?

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Ed Got Game Podcast: The Good, the Bad and the Ugly of using Commercial Games in the Classroom 

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Ed Got Game Podcast: The Good, the Bad and the Ugly of using Commercial Games in the Classroom 

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Another interesting resource, I have only contemplated using commercial games in the classroom. One thing I appreciated from this podcast was a number of website resources to check out and start building a folder of options for my content area. Part of discussion described the need to stay current with game choice, but also the challenges of price that current games bring. Most important about the use of commercial games in the classroom is the lessons and activities that correlate have been created injunction with the game. Content will need to be created around the game, and it's important that when creating that content to consider keeping students in character. "Re-purposing media" isn't a new idea in education, but the continuously assessing that games do might help teachers use more formative assessments prior to the summative at the end of a unit.

Check out these commercial games to determine their potential for adaptation to the classroom.

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Badge it  By Ford, Izumi, Lottes, Richardson

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Badge it  By Ford, Izumi, Lottes, Richardson

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The shift in higher education to competency education is really interesting, but the motivation for institutions is legitimate. Badges provide the proof of competency within higher education. The idea that badges can be saved and shared on a resume would be very beneficial for employers. I found this study difficult to read, as I had not connected Information Literacy (IL) with the library in general as the standards discussed seemed essential in many content areas. I think badges and competency education also holds the university accountable. Being a graduate of a certain program should mean a student performed and mastered specific skills, and the evidence presented in the earned badge. I also found the amount of planning and resources overwhelming for this group. I think it's obvious that when implementing something like badges without support from colleagues, taking it slow might be the key. I would appreciate the curriculum mapping time to evaluate my own objectives, activities and assessments.
I've developed some badges in Schoology, but wasn't consistent with awarding them, nor were the criteria for achievement clearly defined for students. Know that I have familiarized myself with the tool and gained ideas as to how to use them, I feel more comfortable planning a brief implementation.

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Commercial video games in the science classroom By Lauren Angelone

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Commercial video games in the science classroom By Lauren Angelone

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Although I don't teach science, I think one of the key points the author makes is questioning why educators continue to fight the use of games? As Angelone states, kids have an obvious motivation for games. Similar to fifty years ago, kids play games, it's just the platform has just changed. Another point the author makes that I could see myself doing is grabbing an expert from my students. I think this would be very empowering to different students who happen to have a niche for a certain game. Even though, accessibility is a challenge, Angelone makes a few recommendations to get around such issues. Finally, her idea about having students point out the inaccurate flaws of a game or ways a game would become more educational is a great idea. This would help students see their growth as well as the game for what it was.

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It's not best practice to use simulations as a way to escape reality, as shown below by the character Dwight after his girlfriend Angela breaks up with him.. :)

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The author mentions the option of blogging at the end of the hour, I'm again thinking about class size and wondering if such a reflection would have a fast turn around when a teacher has large class sizes?

Is console gaming really something that classrooms can do effectively?

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How do you reach those students who don't want to earn badges?

Does lack of participation create more work for a teacher? Planning, prep, etc.

If higher education institutions are going digital with badges, are employers creating a set of standards in certain industries?

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The scientific virtual field trips we've read about have seemed so cool, are there any history virtual field trips that upper class-men  would find engaging?

Are types of simulations best suited for types of content areas?

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Games and Simulations and their Relationship to Learning  By Magaret E. Gredler

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Games and Simulations and their Relationship to Learning  By Magaret E. Gredler

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Although we're still using games and simulations to teach, the curriculum is different and more wide spread compared to the 1600s. The biggest take away for me from this reading was the basic skills that still need to be taught in order for a student to be successful when using a simulation or game. For example, students who have not been taught the scientific method should not be expected to master a simulation with a scientific problem. Choosing the right kind of simulation or game and adapting it to specific content and objectives is the key to having success. The chosen game or simulation will only be effective after scaffolding has taken place and students have been provided the essential information needed for their discovery.

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What age group appreciates badges the most?

How long will it take to get automated digital badges?

Is it manageable with large classes, 35 students?

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Summary:
The use of badges is becoming more and more popular, but also goes back to kindergarten. Badges represent that a student has accomplished a specific skill, goal, objective, etc. Like leveling up on games, the popularity of badges comes from the recognition or satisfaction that a person gets from achievement. Some badges available can be linked to resumes and hold significant weight for people job hunting. However, the research on the effectiveness of badges is somewhat scarce, what is out there is positive.