Abstract-Many students play (computer) games in their leisure time, thus acquiring skills which can easily be utilized when it comes to teaching more sophisticated knowledge. Nevertheless many educators today are wasting this opportunity. Some have evaluated gaming scenarios and methods for teaching students and have created the term "gamification". This paper describes the history of this new term and explains the possible impact on teaching. It will take well-researched facts into consideration to discuss the potential of games. Moreover, scenarios will be illustrated and evaluated for educators to adopt and use on their own.
Abstract-Gamification has become a hot topic for today's educators. Many tools and methods have been developed and students have got used to Foursquare or Barcoo. This paper introduces an easy and cost-effective method that educators can use to develop custom-made Scavenger Hunts which meet the needs and expectations of their various fields.In fact, the method can be used for multiple purposes, topics and audiences: elementary school children can be addressed as well as adult workers. The only devices needed to deploy the method are a QR-code-scanning device (such as a smartphone) and a GPS device. It must also be considered that almost 50 per cent of the U.S. population owns a smartphone. As a consequence our method -called "QuizeRo" -can be considered easy to use. It is also expected to make teaching more fun. The paper will offer a toolkit for individual use and a howto guide based on the presenter's own research and experience. A best practice case will also be presented to illustrate the impact on education. Moreover the paper will address advantages of learning in a playful setting and will outline further steps to quantify the outcome of this specific method.
Abstract-"Teams, increasingly more than individuals, are charged with the most challenging and mission-critical projects. Leaders need to evaluate and motivate from a distance. And the makeup of teams is increasingly complex -they're bigger, more diverse, more geographically distributed, composed more of specialists than generalists, and much more dependent on technology than in the past. And difficult economic times only accent these challenges." This statement made by Reeves and Read in their Book "Total Engagement" perfectly summarizes the challenge we as University of Applied Sciences and especially our degree program "Project Management and Information Technology" face while preparing students for their work life. While the use of e-mail and video-conferencing systems substantially supports the members of ever more globalized project teams, we have witnessed that the developments regarding Virtual Worlds and Communities may have a big impact on project management in the future. The paper shows what approach was chosen to take the skills already adopted by the "virtual natives" e.g. our students, what tasks were given to them to improve those skills and what lessons learned were made by the teaching stuff.
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