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The Gamified Classroom

Part V: Gamification in Action This is the fifth part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed the previous articles, catch up with “Part I: the Unique Obstacles Teachers Face“, “Part II:Technology’s Role in a Gamified Classroom“, “Part III: The Importance of Motivation“, and…

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The Potential of MMOs for Learning

MIT’s Education Arcade released some information recently that could really change how gamification/ game-based learning can be used to help students learn. Games for Learning is not a new phenomenon, but this recent manifestation is quite unique and could be a springboard for further games of this type. This manifestation has specific, unique promises for further…

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The Gamified Classroom

Part IV: Looking at Busy Work This is the fourth part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed the previous articles, catch up with “Part I: the Unique Obstacles Teachers Face“, “Part II:Technology’s Role in a Gamified Classroom“, and “Part III: The Importance of…

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The Gamified Classroom

Part III: The Importance of Motivation This is the third part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed them, catch up with “Part I: the Unique Obstacles Teachers Face” and “Part II:Technology’s Role in a Gamified Classroom.” Even the best teachers won’t be able…

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The Gamified Classroom

Part II: Technology’s Role in a Gamified Classroom. This is the second part of an ongoing series on the role of gamification in modern education by Andrew Proto. For the first part, visit “Part I: the Unique Obstacles Teachers Face“ In every classroom across the country, the technology that we are teaching our students with…

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First Videos Released from GSummit NYC!

Our last Gamification Summit was a huge success. Taking place September 15-16 in New York City, the Summit brought together top companies, thinkers, and experts in the gamification space for workshops and to share case studies at the cutting edge of gamification. The main stage held keynotes and panel discussions, but some of the best…

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G-List Companies: Rypple

As part of our ongoing G-List of the top players in gamification, today we begin with the platforms that provide technology solutions for implementing game mechanics in marketing, business, and health. Rypple [http://www.rypple.com] Founded: 2008 Location: San Francisco, Toronto, and Atlanta Employees: 25 Funding: $13M total from Peter Thiel, Maynard Webb, and Bridgescale Rypple strives to…

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The Gamified Classroom

Part I: The Unique Obstacles Teachers Face Today’s 21st century students are not like their parents’ generation. Never before have we, as a civilization, experienced such a large generation gap — and the reason behind it is video games. Within the span of only one generation the world’s dominant form of entertainment has shifted from…

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GSummit Slides Released

A week ago, today, we kicked off our second Gamification Summit in New York. The results have been awesome, and for those of you who were unable to attend, we are releasing the slides from the conference and also be sure to check out the live blog for a recap off all of the events….

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