game-based learning

L3T Lehrbuch für Lehren und Lernen mit Technologien

L3T is a comprehensive textbook on teaching and learning with technology. It covers various aspects of ICT and media in education. E.g. it covers trends in mobile learning, distance learning, the framework for e-learning at universities, quality assurance for e-learning etc.
The book was edited by Martin Ebner and Sandra Schön. More than 200 people were involved in writing this state of the art textbook.
It is structured in three parts: an introduction to learning and teaching with and through media, an in-depth analysis and a part dealing with specialized applications (see: table of content). Each of the individual chapters and parts can be read on its own.. Consequently, the reader can chose the most relevant ones.
It can be viewed on the L3T webpage, freely downloaded as pdf and on iTunes and even a hardcopy of this book was released in 2011.

Table of contents: 

Einführung

Einleitung zum Lehrbuch und zu dem etwas anderen Lehrbuchprojekt
Martin Ebner, Sandra Schön

Einführung Das Themenfeld "Lernen und Lehren mit Technologien"
Martin Ebner, Sandra Schön, Walther Nagler

Vom Overhead-Projektor zum iPad Eine technische Übersicht
Clemens Kroell, Martin Ebner

Hypertext Geschichte, Systeme, Strukturmerkmale und Werkzeuge
Rolf Schulmeister

Geschichte des Fernunterrichts Vom brieflichen Unterricht zum gemeinsamen Lernen im Web 2.0
Olaf Zawacki-Richter

Informationssysteme Technische Anforderungen für das Lernen und Lehren
Anja Lorenz, Christian Safran, Martin Ebner

Webtechnologien Technische Anforderungen an Informationssysteme
Christian Safran, Anja Lorenz, Martin Ebner

Interaktive, multimediale Materialien Gestaltung von Materialien zum Lernen und Lehren
Michael Tesar, Robert Pucher, Kerstin Stöckelmayr, Johannes Metscher, Frank Vohle, Martin Ebner

Human-Computer Interaction Usability Engineering im Bildungskontext
Andreas Holzinger

Didaktisches Design Von der Lerntheorie zur Gestaltungsstrategie
Gabi Reinmann

Medienpädagogik Strömungen, Forschungsfragen und Aufgaben
Mandy Schiefner

Systeme im Einsatz Lernmanagement, Kompetenzmanagement und PLE
Marco Kalz, Sandra Schön, Martin Lindner, Detlev Roth, Peter Baumgartner

Kommunikation und Moderation Internetgestützte Kommunikation zur Lernunterstützung
Gabriela Bäuml-Westebbe, Ilona Buchem, Martin Ebner, Marc Egloffstein, Christian Lehr, Birgit Peterson, Sandra Schön

Planung und Organisation Technologieeinsatz von der Bedarfsanalyse bis zur Evaluation
Taiga Brahm, Tobias Jenert

Literatur und Information Datenbanken, Fachliteratur, Literaturrecherche und -verwaltung
Lambert Heller, Rolf Kretschmann, Markus Linten

E-Learning-Kompetenzen entwickeln Deutschsprachige Aus- und Weiterbildungsprogramme
Johannes Maurek, Wolf Hilzensauer

Vertiefung
Die „Netzgeneration“ Empirische Untersuchungen zur Mediennutzung bei Jugendlichen
Patricia Arnold

Multimedia und Gedächtnis Kognitionspsychologische Sicht auf das Lernen mit Technologien
Tanja Jadin

Mobiles und ubiquitäres Lernen Technologien und didaktische Aspekte
Marcus Specht, Martin Ebner

Prüfen mit Computer und Internet Didaktik, Methodik und Organisation von E-Assessment
Susanne Gruttmann, Claus Usener

Blogging und Microblogging Anwendungsmöglichkeiten im Bildungskontext
Ilona Buchem, Ralf Appelt, Sascha Kaiser, Sandra Schön, Martin Ebner

Vom Online-Skriptum zum E-Book Lehr- und Lernunterlagen als elektronische Bücher
Walther Nagler

Educasting Wie Podcasts in Bildungskontexten Anwendung finden
Isabel Zorn, Andreas Auwärter, Marc Krüger, Heike Seehagen-Marx

Game-Based Learning Spielend Lernen?
Son Le, Peter Weber

Einsatz kollaborativer Werkzeuge Lernen und Lehren mit webbasierten Anwendungen
Stefan Karlhuber, Günter Wageneder
Qualitätssicherung im E-Learning Veränderungen durch derzeitige Technologien und Konzepte
Ulf Ehlers

Offener Zugang Open Access, Open Educational Resources und Urheberrecht
Katja Mruck, Günter Mey, Peter Purgathofer, Sandra Schön, Nicolas Apostolopoulos

Lernen mit Videokonferenzen Szenarien, Anwendungen und Praxistipps
Bernhard M. Ertl, Kathrin Helling, Ilona Herbst, Manuela Paechter, Gergely Rakoczi

Simulationen und simulierte Welten Lernen in immersiven Lernumgebungen
Susan Jolie, Uwe Katzky, Klaus Bredl, Frank Kappe, Dirk Krause

Spezial
Die Akteur-Netzwerk-Theorie Eine Techniktheorie für das Lernen und Lehren mit Technologien
Andréa Belliger, David J. Krieger, Erich Herber, Stephan Waba

Barrierefreiheit Grundlage gerechter webbasierter Lernchancen
Klaus Reich, Klaus Miesenberger

Designentwicklung Anregungen aus Designtheorie und Designforschung
Heidrun Allert, Christoph Richter

Geschlechterforschung Ihr Blick auf das Lernen und Lehren mit neuen Technologien
Sabine Zauchner

Zukunftsforschung und Innovation… wissen was kommt
Sandra Schön, Mark Markus

Kognitionswissenschaft Ihre Perspektive auf Lernen und Lehren mit Technologien
Brigitte Römmer-Nossek, Markus F. Peschl, Elisabeth Zimmermann

Lernservice-Engineering Eine ökonomische Perspektive auf technologiegestütztes Lernen
Corinna Fink, Roland Gabriel, Martin Gersch, Christian Lehr, Peter Weber

Medientheorien Ein Beitrag zum medienbasierten Lernen
Stefanie Panke

Spielend Lernen im Kindergarten Neue Technologien im Einsatz
Elisabeth Schallhart, Andreas Eitel, André Lenich, Claudia Gartler, Diana Wieden-Bischof

Technologieeinsatz in der Schule Zum Lernen und Lehren in der Primar- und Sekundarstufe
Peter Babnik, Johannes Dorfinger, Martin Ebner, Klaus Meschede, Ursula Mulley, Marc Widmer

Hochschule Strukturen, Rahmen und Modelle für die Lehre mit Technologien
Philipp Budka, Martin Ebner, Walther Nagler, Claudia Schallert

Webbasiertes Lernen in Unternehmen Entscheider/innen, Zielgruppen, Lernformen und Erfolgsfaktoren
Christian Böhler, Conrad Lienhardt, Jochen Robes, Werner Sauter, Maria Süß, Kirsten Wessendorf

Erwachsenen- und Weiterbildung Technologieeinsatz beim Lernen und Lehren mit Erwachsenen
Erich Herber, Bernhard Schmidt-Hertha, Sabine Zauchner, Severin Kierlinger-Seiberl

Entwicklungszusammenarbeit Technologieeinsatz beim Lernen und Lehren
Thorsten Trede, Günter Podlacha, Volker Lichtenthäler

Human- und Tiermedizin Technologieeinsatz im Gesundheitswesen
Kai Sostmann, Jacqueline Henning, Jan P. Ehlers

Online-Labore Formen, Einsatz in der Lehre, Beispiele und Trends
Andreas Pester, Michael E. Auer

Mehr als eine Rechenmaschine Computer im mathematisch-naturwissenschaftlichen Unterricht
Steffen Schaal, Christian Spannagel, Markus Vogel

Bildungstechnologien im Sport Forschungsstand, Einsatzgebiete und Praxisbeispiele
Rolf Kretschmann, Andreas Hebbel-Seeger, Frank Vohle

Fremdsprachen Mit Technologien Sprachen lernen und lehren
Gerlinde Buchberger, Johanna Chardaloupa, Georgios Perperidis, Verena Heckmann

Literaturverzeichnis aller Kapitel
Martin Ebner, Sandra Schön

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Format

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Author

Martin Ebner, Sandra Schön et al.

Year

2011

Length

452 pages (hardcopy)

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Dictionary.com

Dictionary.com provides several products for reliable, free access to millions of English definitions, synonyms, spelling, audio pronunciations, example sentences, translations, example sentences, word games and study games. They are available online or through mobile applications.
Here follows a short description of the main products:
Dictionary.com: provides reliable access to millions of English definitions and meanings, spelling, audio pronunciations, example sentences, and word origins.
Thesaurus.com: is a comprehensive and efficient language tool used by professionals, students, etc., to find the synonyms and antonyms.
Quotes: offers over 60,000 famous quotations, aphorisms, proverbs, and quips. The quotes can be organized by topic, author, and popularity,
Reference.com: provides free online encyclopedia and library information.
Translator: it provides translations in more than 50 languages (in the style of Google Translate) . The number of characters is limited for each translation.
Spanish: a recently-launched product for learning Spanish at many levels. Pronunciation is still done by an automated reader with English setting up.
Word of the Day: it sends a daily email with a word to learn and its definition, selected to enrich the lexicon of the users.
The Hot Word Blog: it examines the terms tossed about around the world and draws meaning from news-making events.
Games: designed to entertain and educate. There is a variety of them on the platform.

MEDEAnet webinar How to integrate gaming in the classroom

This webpage gathers the recording and presentations of the webinar 'How to integrate gaming in the classroom' that took place on 25 June 2012. 27 participants took part in this one-hour webinar and received an insight into what it's like to integrate games into their teaching practice.

Speaker Steven Ronsijn, who is teacher and educational ICT-coordinator at Sint-Lievenscollege Gent (Belgium), described the concrete benefits and experiences he has had as a teacher when using games in his lessons. Jolanta Galecka from Young Digital Planet (Poland) focussed on how you can use games in different learning settings to better motivate children to learn from both a theoretical and a practical perspective.

This webinar was organised by the MEDEAnet project, which aims to promote media-based learning to organisations and practitioners and is related to the MEDEA Awards.

Voxy

Voxy is a language-learning program based on real-life daily activities. Based on leading language learning principles and the latest technology, the integrated Web and mobile platform accelerates learning and creates a highly effective, immersive experience. Location-based language lessons and camera flashcards help learners with useful vocabulary and expressions in context.
The program provides authentic material for homework assignments, including built-in reading comprehension and vocabulary building tools. Lessons are designed in bite-sized increments for maximum compliance with assignments.
The program creates many opportunities for students to collaborate and learn together for it encourages group work and collaboration. Interactive games make language learning fun and keep students coming back for more. It also allows teachers to monitor students’ engagement, success and performance with easy-to-use reporting.
Voxy’s integrated web/mobile/SMS platform uses relevant up-to-date real-world content of a student’s choosing to shape lessons that are accessible anywhere, anytime. This approach is based on the pedagogic theories of motivation and learning. The used method increases frequency of study and accelerates learning by teaching in-context. The system on which the program is based is interactive and adaptive, meaning that each learner can personalize his/her curriculum.
Voxy is currently focused on teaching English to native Spanish and Portuguese-speakers. An expansion for speakers of other languages is planned.

System requirements: 
Voxy is entirely web-based: no software installation necessary.

Interactive Sites for Education

Interactive Sites for Education is a website that groups together tens of different K-5 online interactive educational games and simulations for many school subjects such as Math, Language Arts, Science, Social Studies and Music. Each of these sections contains a number of subcategories. Each subcategory directly shows the linked snapshot of external websites. No review, evaluation or other type of data are available. The linked games are generally very entertaining and engaging. It is also possible to suggest new games.
The two sections “Art” and “Teacher Tools” are presently empty: content will be uploaded soon.
Other games can be found in the sections dedicated to Typing, Holidays and Brainteasers.

Thinkfinity

Thinkfinity is a website that gathers thousands of free lesson plans, interactives, videos, learning games. A Professional Development community has developed around the activity and the material on the website as well as several blogs and a news service about education (also available in RSS feed).
Teaching and learning resources in Thinkfinity are provided by content partners (USA leading education organizations) go through an expert review to check that all the content is accurate, up-to-date, unbiased and appropriate for students.
The website provides a useful research tool to easily find specific resources sorting them by subject, type, keyword, grade level and partner.
Classroom-ready lesson plans and other online learning materials make it easy to integrate Verizon Thinkfinity into the classroom: from the primary source documents you can print for each student to the interactive games students can play in pairs or individually, the resources are rich and varied to meet any teaching style and need.
Members of the online (free) community are provided with tools to organize resources, to network with friends and other teachers and to share ideas, plans and advice with others in the education community.
The website is aimed at students, teachers, library media specialists, parents, afterschool program providers, homeschoolers and anyone interested in teaching and learning.

Table of contents: 

• In the Classroom
- Lesson Plans
- Student Interactives
- 21st Century Skills
- Today in History
- Standards Alignment
• At Home & Afterschool
- Afterschool
- Open House
- Digging for Memories
- Stories All Around Us
- Inventor's Challenge
- Youth Vote
- Community Works
- Parents & Kids
- Games & Tools
- Literacy
• Get Connected
- Community Tour
- Blog
- Widget Library
- Newsletter
- RSS Feed

Mangahigh

Mangahigh.com is one of the first games-based-learning sites, where students learn Mathematics via purpose-built casual games that balance fun and learning. It was founded by an experienced team of mathematicians and game specialists.
The games on this platform are adaptive (they dynamically adapt in difficulty to the ability of the student) and automatic (they have a meta-objective that the players strive to achieve by repeating a simple step (game mechanic) over and over again). They are designed to develop students' ability and curiosity to observe, hypothesize, test, evaluate, conclude and refine ideas. Finally, they provide powerful contexts often bringing out the 'real-world' application of the topic at hand, so increasing the students' interest in the content.
Games are structured with objectives: a bronze medal demonstrates a basic understanding of the key teaching objectives of the challenge. This includes a competence with typical/standard applications of the topic. A Silver and Gold medal demonstrate a secure understanding of the teaching objective and a competence with non typical/extension applications of the topic.
The educational content within Mangahigh is based on the national (UK) curriculum and is delivered through its proprietary educational games.
The site is targeted towards 7-16 year olds but is open for anyone to play. All available games are free to play and enable kids to to develop mathematical knowledge and skills in the context of total involvement. The games are grouped in numbers, algebra and shape and there is a section designed for younger children. There is also a quiz dedicated to the same topics mentioned above, with structured exercises.
Mangahigh also promote school-to-school bilateral competitions. The service is called Fai-To (read more about it on the website).

System requirements: 
Working Flash Player 10 version required

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Author

Toby Rowland, Marcus du Sautoy, Tom Vander Ark, Greg Mauro

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Jognog

JogNog is a competitive quiz game for students in grades 2 – 12. Over 40,000 educator-created review questions are built on state and national (USA) curriculum standards.
JogNog quiz games are in multiple-choice format—just like standardized tests. To complete any level, the student must score 80% or higher. Missed questions are repeatedly re-presented until the student answers correctly. Educational areas are organized into: English, Math, Science and Social Studies.
On the website it is possible to play JogNog quiz games for free as a trial and the website maintains memory of the played quizzes as long as the connection lasts.
It is also possible to buy the quizzes and using the Design feature, teachers can create their own personalized quiz towers based on the class textbooks and reading materials. Teachers and students can also customize existing quiz towers using the Quick Quiz feature, as well as create personal quizzes.
The JogNog quiz game provides testing, design, and reporting features which offer teacher, parents, and students a robust and valuable educational tool. Reports provide teachers and parents with detail about students’ strengths and weaknesses. Class tools exist for teachers to easily track students’ progress.
Students can now use JogNog Mobile on Apple and Android devices.

Table of contents: 

• 2nd Grade – Spelling
• 2nd Grade Math
• 3rd Grade – Math
• 3rd, 4th, 5th Grade - English Language Arts
• 3rd, 4th, 5th Grade - Literature 1
• 3rd, 4th, 5th Grade - MCAS Prep
• 3rd, 4th, 5th Grade – Science
• 3rd, 4th, 5th Grade - Social Science
• 3rd, 4th, 5th Grade – Spelling
• 3rd, 4th, 5th Grade – Vocabulary
• 4th Grade – Math
• 5th Grade – Math
• 6th, 7th, 8th Grade - Additional Content 1
• 6th, 7th, 8th Grade - Core Content 1
• 6th, 7th, 8th Grade - Core Content 2
• 6th, 7th, 8th Grade - Life Science
• 6th, 7th, 8th Grade - Literature 1
• 6th, 7th, 8th Grade - MCAS Prep
• 6th, 7th, 8th Grade - World History 1
• 6th, 7th, 8th Grade - World History 2
• 9th, 10th, 11th, 12th Grade - Additional Content 1
• 9th, 10th, 11th, 12th Grade - Literature 1
• 9th, 10th, 11th, 12th Grade - Literature 2
• 9th, 10th, 11th, 12th Grade - MCAS Prep
• 9th, 10th, 11th, 12th Literature 2
• ASC Science Ace - Middle School
• ASC Science Challenge - Middle School
• ASC Tech Challenge - Middle School
• Brain and Cognitive Sciences
• Jog Nog Challenge
• Local History
• Music
• Nuclear Engineering

Teach Your Monster to Read

Teach your Monster to Read is a free game to practise the first steps of reading. It is built on the principles of synthetic phonics and follows the teaching sequence of the Letters and Sounds programme.
Teach Your Monster to Read is intended to be used by teachers and parents/guardians as a reading-related teaching tool for children of between 3 and 8 years of age.
Teachers and parents may register on the site, and as a result become “Users”. Users may set up individual accounts for their Students, which allow the Students to access, and the User to track Students’ performance in their use of, the Game Service. Accounts may only be established by Users, and not by Students themselves; Students must have Users’ permission to use the Game Service.
On the How It Works Page, you can find links to how the game has been conceived and used in schools.
http://www.teachyourmonstertoread.com/how-it-works

System requirements: 
The game will run on any normal laptop or desktop computer (including Apple Macs). It's not designed to work on an iPad or iPhone (although we may make a version which does in the future).

ABCya.com

ABCya.com is a platform for free educational kids computer games and activities for elementary students to learn on the web. All children's educational computer activities were created or approved by certified school teachers. All educational games are free and are modeled from primary grade lessons and enhanced to provide an interactive way for children to learn.
Grade level lessons incorporate areas such as math and language arts while introducing basic computer skills. Many of the kindergarten and first grade activities are equipped with sound to enhance understanding.

System requirements: 
Adobe Flash Player - version 10. (http://www.abcya.com/teachers.htm)

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ABCya.com

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