Shawn Young – Classcraft
Founder: Shawn Young, Founder and CEO Venture: Classcraft Studios Inc (Sherbrooke, PQ) Classcraft is an Engagement Management System for schools, making it easy for schools to inject gamification into many aspects of learning. Classcraft is based on research in Positive Behavioral Interventions and Supports (PBIS). PBIS is an evidence-based three-tiered framework to improve and integrate […]
Game-Based Learning
Game-Based Learning seeks to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create effective learning experiences. This includes everything from the creation of original games with learning outcomes embedded in the gameplay (“serious games”) to the game-like animation (“gamification”) of more traditional learning approaches . Opportunity Statement […]
Visionary Kits: Renewable Energy Kit
Visionary Kits is a STEM Educational Kit founded by both Yasir Malik and Saad Hameed and aims to, “help kids learn how to build and hack useful and practical products while learning about topics such as renewable energy through gamification and community-based learning.” The hopes for this venture is to design kits on the topics […]
Suren Markosian – CEO, Co-founder of Epic!
Venture I decided to start my search with programs that I myself use, which led me to discover Suren Markosian, CEO and co-founder of Epic!, the children’s online digital library and subscription-based e-reading service. The platform provides children 12 and under “unlimited access to 25,000 curated, high-quality books and videos” (crunchbase.com). The website was started […]
OER: Reading Out Loud, Reading While Listening, Big Data & Learning Analytics!
Hi Everyone, My OER is focused on Big Data & Learning Analytics as they relate to literacy. I’ve created an OER that aims to inspire literacy through Reading Out Loud (which can provide metrics and gamification) as well as Reading While Listening which can positively impact those in our community as well as people around the […]
eLearning Market Trends and Forecast 2017-2021
Docebo (www.docebo.com), a learning technology company offering a cloud-based LMS to support corporate training, has pieced together a recent and extensive report entitled eLearning Market Trends and Forecast 2017. While this company has an agenda of spreading awareness for their product, this report goes far beyond promoting, offering detailed and aspiring data in regards to […]
Greetings from Calgary/Canmore(Banff)
Hello ETEC 522, Winter 2018 community! I’m delighted to be in Ventures in Learning Technologies. This is my second course in my first year in the MET program. I took 511 last term, and in addition to 522 this term, am also taking 510. I’m an alumni of UBC (B.Comm – 1993) and University of […]
Introducing…Axonify!
Hi! My name is Stephanie and I am excited to share my analysis of a relatively new Canadian company – Axonify. Axonify is an alternative the traditional LMS and has coined themselves as an Employee Knowledge Platform. They have combined some of the latest trends in eLearning and corporate learning today: microlearning, knowledge on demand […]
Zach Klein and Isaiah Saxon: DIY.org
DIY is an online community for kids. It focusses on skill development, whether animation and music production, coding, Minecraft, or cooking. The environment is heavily gamified, with badges (with the option of buying real, physical badges), levels, challenges, and points, and focuses on building connections between children in a safe, bully-free environment. DIY’s […]
Games4Change
Games for change is an international network of game creators and social innovators who seek to inspire social change through gamification and game-based learning methodology. Their work is interdisciplinary and innovative, gathering trends for the “serious games” industry. http://www.gamesforchange.org/
e-Learning Feeds
e-Learning Feeds is a great starting point for those who are interested in discovering more about various elements of online learning, but who don’t know where to begin. While there is no independent or original research conducted by the site, it compiles important articles about ideas, trends and software from other blogs and ranks these blogs […]
Hello from Etobicoke (Toronto)
Hello Fellow ETEC 522 adVenturers; I have been a secondary school Mathematics and History teacher for just over 12 years (two in England, and ten in a small, private High School in Mississauga). At school, my main focus has been around assessment and evaluation (pre and post “Growing Success”), particularly in more holistic assessment that […]
Akwire: A Revolutionary Way to Learn Languages
Akwire (pronounced acquire) is a language learning system that combines virtual reality, artificial intelligence and gamification to facilitate language learning in the most natural way possible: through natural speech interactions. Here is the elevator pitch: Direct YouTube link The full venture pitch is contained in this PDF document: Akwire Venture Pitch I hope you like […]
Gamification and Knolskape
Much has been discussed on how and why Gamification is crucial to increasing learning effectiveness. And just to clarify my thoughts here, I will quote the definition of gamification by Gartner, “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals” The key elements of the definition […]
Hello from Hong Kong!
Lei hou! My name is Cris. I am originally from Toronto, Canada but now reside in Hong Kong where I work as the ICT Educational Specialist at a Canadian international school. I work alongside 60 secondary teachers to support the effective use of technology for learning. The school operates using a 1:1 BYOD laptop program […]
Game-Based Learning
Game-Based Learning seeks to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create effective learning experiences. This includes everything from the creation of original games with learning outcomes embedded in the gameplay (“serious games”) to the game-like animation (“gamification”) of more traditional learning approaches . Opportunity Statement […]
Welcome to Week 10: Game-Based Learning
This Open Education Resource presents a selection of game-based practices and platforms that continue to emerge and transform. From Sydney Papert’s Logos Experiments in the 1960’s, to trending gamification online tools like Classcraft to a future where improvements in connectivity allow students to generate and share their own games for mobile devices through game jams. […]
Week 9: Activity 3
One area that seems to be underrepresented, both in the programs our cohort analyzed and in edutech as a whole, is built-in assessment and evaluation. However, I think this gap is currently being addressed, particularly as game-based learning continues to gain traction. As gamification typically consists of benchmarks that need to be reached or goals […]
OSHA Using Game Based Training
Click on the OSHA link, a branch of the US Government Department of Labor, and you will see that they too are using gaming for safety training. As you can see by the instructions page, they also include the healthcare industry. The game is designer for both the workers and the business owners and have […]
Classcraft – Shawn Young
Shawn Young Classcraft: Founder and Chief Executive Officer Classcraft is an online platform that allows teachers to transform their classroom into a role-playing game (RGP). Students are divided into three character teams with different powers who interact in a rich, illustrative environment modelled on the imagery of games such as World of Warcraft. It uses […]