A presentation about Gamification in Education and how it can help to change the world.
Gamification is the use of game mechanics in non-game contexts. Using it in training and education superpowers the abilities of the teachers and trainers
BLUErabbit Gamification Academy
Segunda presentación de nuestros talleres.
Hablamos con detalle sobre los tipos de diversión.
Analizamos a detalle el estado de FLOW de Mihaly Csikszentmihalyi y estudiamos a fondo los 12 tipos de jugadores de Andrzej Marczewski
BLUErabbit Gamification Academy
Segunda presentación de nuestros talleres.
Hablamos con detalle sobre los tipos de diversión.
Analizamos a detalle el estado de FLOW de Mihaly Csikszentmihalyi y estudiamos a fondo los 12 tipos de jugadores de Andrzej Marczewski
BLUErabbit Gamification Academy
Primer presentación de nuestros talleres. Hablamos sobre motivación, Self Determination Theory, el libro DRIVE de Daniel H. Pink y todos los componentes fundamentales de Gamification.
Se menciona el trabajo de Andrzej Marczewski, Nicole Lazarro y Gabe Zichermann
In this presentation, we will review how adopting technology has always seemed to be a challenge for society and how, after such adoption takes place, it improves our lives in ways it wasn't possible before. The keynote includes several examples on how to adopt the emerging technologies in the classroom, changing assessment for the better and getting the players to unleash their potential and reach heights they never knew possible. Let's use all the tools available for it.
In March 2020 an independent scout association in LATAM had the challenge to organize a scavenger hunt with their members. With the pandemic hitting, the strategy changed from a one-day simultaneous event in several cities to a 30 day online challenge.
With approximately 300 participants, we built a 30 day adventure that required them to solve a quiz, upload evidence of work and earn achievements. We added a leaderboard as it became a competition measured by 2 metrics, Experience points and Coins.
During the first days, players had unlimited attempts for free at the quizzes, which led to up to 77 random tries, but, by using constraints, we managed to increase accuracy from 0.7% to 99%.
We wanted the players to feel the difficulty rising, like running out of air as you climb a mountain. The results are amazing and the method is simple.
A presentation given at Gamification MEA during the Covid-19 pandemic in 2020.
These slides were designed to help teachers engage their students without being in the classroom and what tools could help them achieve a different level of connection with them.
It explores several areas of content so the teachers have multiple channels to communicate with the students and increase their engagement.
A short summary and 5 learnings from my journey through the world of Gamification.
Started in 2004 playing Final Fantasy XI and it took me 6 years to start working as a professional.
Through 8 years of experience gamifying classes, I came up with a series of rules to follow so you don't mess up your class gamification.
Here are 10 rules on how NOT to gamify a classroom. Keynote presented in Gamification Europe 2017
Documento sobre las diferentes fuentes que han servido para transmitir la cultura griega, y que supone la primera parte del tema 4 de "Descubriendo nuestras raíces clásicas", optativa de bachillerato en la Comunitat Valenciana.
BLUErabbit Gamification Academy
Primer presentación de nuestros talleres. Hablamos sobre motivación, Self Determination Theory, el libro DRIVE de Daniel H. Pink y todos los componentes fundamentales de Gamification.
Se menciona el trabajo de Andrzej Marczewski, Nicole Lazarro y Gabe Zichermann
In this presentation, we will review how adopting technology has always seemed to be a challenge for society and how, after such adoption takes place, it improves our lives in ways it wasn't possible before. The keynote includes several examples on how to adopt the emerging technologies in the classroom, changing assessment for the better and getting the players to unleash their potential and reach heights they never knew possible. Let's use all the tools available for it.
In March 2020 an independent scout association in LATAM had the challenge to organize a scavenger hunt with their members. With the pandemic hitting, the strategy changed from a one-day simultaneous event in several cities to a 30 day online challenge.
With approximately 300 participants, we built a 30 day adventure that required them to solve a quiz, upload evidence of work and earn achievements. We added a leaderboard as it became a competition measured by 2 metrics, Experience points and Coins.
During the first days, players had unlimited attempts for free at the quizzes, which led to up to 77 random tries, but, by using constraints, we managed to increase accuracy from 0.7% to 99%.
We wanted the players to feel the difficulty rising, like running out of air as you climb a mountain. The results are amazing and the method is simple.
A presentation given at Gamification MEA during the Covid-19 pandemic in 2020.
These slides were designed to help teachers engage their students without being in the classroom and what tools could help them achieve a different level of connection with them.
It explores several areas of content so the teachers have multiple channels to communicate with the students and increase their engagement.
A short summary and 5 learnings from my journey through the world of Gamification.
Started in 2004 playing Final Fantasy XI and it took me 6 years to start working as a professional.
Through 8 years of experience gamifying classes, I came up with a series of rules to follow so you don't mess up your class gamification.
Here are 10 rules on how NOT to gamify a classroom. Keynote presented in Gamification Europe 2017
Documento sobre las diferentes fuentes que han servido para transmitir la cultura griega, y que supone la primera parte del tema 4 de "Descubriendo nuestras raíces clásicas", optativa de bachillerato en la Comunitat Valenciana.
Presentación de la conferencia sobre la basílica de San Pedro en el Vaticano realizada en el Ateneo Cultural y Mercantil de Onda el jueves 2 de mayo de 2024.
Elites municipales y propiedades rurales: algunos ejemplos en territorio vascónJavier Andreu
Material de apoyo a la conferencia pórtico de la XIX Semana Romana de Cascante celebrada en Cascante (Navarra), el 24 de junio de 2024 en el marco del ciclo de conferencias "De re rustica. El campo y la agricultura en época romana: poblamiento, producción, consumo"
La Unidad Eudista de Espiritualidad se complace en poner a su disposición el siguiente Triduo Eudista, que tiene como propósito ofrecer tres breves meditaciones sobre Jesucristo Sumo y Eterno Sacerdote, el Sagrado Corazón de Jesús y el Inmaculado Corazón de María. En cada día encuentran una oración inicial, una meditación y una oración final.
LA PEDAGOGIA AUTOGESTONARIA EN EL PROCESO DE ENSEÑANZA APRENDIZAJEjecgjv
La Pedagogía Autogestionaria es un enfoque educativo que busca transformar la educación mediante la participación directa de estudiantes, profesores y padres en la gestión de todas las esferas de la vida escolar.
SEMIOLOGIA DE HEMORRAGIAS DIGESTIVAS.pptxOsiris Urbano
Evaluación de principales hallazgos de la Historia Clínica utiles en la orientación diagnóstica de Hemorragia Digestiva en el abordaje inicial del paciente.