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ETEC 522 – Ventures in Learning Technologies
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  • W01: Emerging Markets
    • W01: Emerging Market Teams
  • W02-04: Bootcamp
    • Global Dynamics
    • Who is the Customer?
    • What is a Venture?
    • 👥 Opportunity Horizon
    • W03: Analyst Bootcamp
    • A Game with Three Pitches
    • Deconstructing a Pitch
    • 👥 Pitch Critique
    • W04: Entrepreneur Bootcamp
    • Venture Genesis
    • Opportunity Activation
    • The Right Stuff
    • 👥 Founders Parade
  • W05-12: Opportunity Forecasts
    • W05: Personalized Learning
    • W06: Mobile Learning
    • W07: Game-Based Learning
    • W08: Big Data & Learning Analytics
    • W09: Immersive Experience
    • W10: Artificial Intelligence & Machine Learning
    • W11: Microlearning
    • W12: Wearables
  • W13: Launch
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    • W01 – Emerging Markets
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    • W05-12 – Opportunity Forecasts (A2)
    • W13 – Venture Forum (A3)
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Gaming

Game-Based Learning

Game-Based Learning

By David Vogt on December 28, 2019

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 […]

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Steam Education: Video Games and a Sharing Economy

By Brian Haas on March 24, 2018

My Venture is called Steam Education. It is a One Stop location for all things Education and Video Games. It focuses on creating a community of educators who work together to create content to be used with commercially off the shelf video games in the classroom. It does so by creating a sharing economy with […]

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eLearning Market Trends and Forecast 2017-2021

eLearning Market Trends and Forecast 2017-2021

By jessholder on January 12, 2018

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 […]

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Introducing…Axonify!

By stephanie mcginnis on June 23, 2017

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 […]

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Zach Klein and Isaiah Saxon: DIY.org

Zach Klein and Isaiah Saxon: DIY.org

By mackenzie moyer on June 9, 2017

    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 […]

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Code.org – Market Analysis

Code.org – Market Analysis

By Kevin Andrews on May 27, 2017

Code.org (http://code.org) is a non-profit organization dedicated to providing awareness of coding worldwide. Their focus is on expanding access to computer science to women and underrepresented minorities in an attempt to provide computer programming skills for everyone. Code.org’s website has many resources for programming instruction in the school setting (https://code.org/educate/resources/videos) such that anyone should be […]

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Games4Change

By agnieszka weinar on May 27, 2017

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/

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Codecademy – Zachary Sims

Codecademy – Zachary Sims

By Bryan Thompson on October 1, 2016

The Venture: Codecademy Codecademy is online learning platform designed to help people learn and develop coding skills. The site offers learning experiences in HTML & CSS, Java Script, Python, Ruby, and SQL. Students take project based online asynchronous units that teach not only the coding language but also applications of it. The site checks your […]

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Akwire: A Revolutionary Way to Learn Languages

By rstpierre on July 31, 2016

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 […]

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Week 11: CBL in High School

By Dan Bosse on July 20, 2016

Comparison Activity 1. Out of the three pre-selected platforms which one could you see a high school educator wanting to use and for which course? 2. Which pre-selected platform do you believe offers the best “fit” for a public high school when you view these three platforms from an EVA Specialist point of view? You may want […]

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Week 7 – Game Based Learning

By Week 7 OER on June 19, 2016

Welcome to week 7! Congratulations on making it this far! Week 7’s focus is on Game Based Learning So, we ask you, our fellow classmates: Is Minecraft the ultimate educational tool? Spoiler: We think so!   After watching the video above, please follow the link below to access our OER. We’ll touch on 4 broad […]

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Discussion Question 2

By jesse mayer on June 19, 2016

The power of using Minecraft for education comes with from the game’s malleability and open world concept. By now, you would have seen different examples of teachers using Minecraft to deliver lessons, to create collaborative projects, to allow for roleplaying, to create an area for exploration and discovery, and to bridge different disciplinary areas together […]

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Gamification and Knolskape

Gamification and Knolskape

By moumita chakraborty on June 4, 2016

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 […]

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Hello from Hong Kong!

Hello from Hong Kong!

By Cris on May 16, 2016

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 […]

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Game-Based Learning

By David Vogt on May 8, 2016

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 […]

Read More | No Comments

Welcome to Week 10: Game-Based Learning

Welcome to Week 10: Game-Based Learning

By cbrumwell on November 8, 2015

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. […]

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Week 9: Activity 3

By Natalie Shearer on November 7, 2015

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 […]

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OSHA Using Game Based Training

OSHA Using Game Based Training

By Kate L. on October 29, 2015

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 […]

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Mathcraft: How to Use Minecraft to Teach Common Core Math

By helder on July 10, 2014

http://www.edweb.net/gaming I subscribe to the mailing list with Edweb and almost every day they send out free webinars for teachers. I have done a few webinars and they range in content but they have all been interesting. Edweb is also a community for teachers so if you are interested in building or creating your personal learning […]

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24 Nov Posted on Vreakout – Immersive Escape Room for Education

Such a clever way to incorporate gamification, Heeweon! As an EVA or if I were an educational institution rep, I would absolutely consider investing in your venture. You incorporate student engagement, collaboration, and new technology (VR) into a product that could realistically benefit learners. As a follow-on venture, you might even want to think about developing a software package that users could develop their own escape rooms (Although in doing so you might be creating your own market competition...haha)! Just a thought! I also enjoyed the website design; you and Kate both really have a knack for well designed, organized and professional web sites! The simplicity of the product made it really easy for me, a prospective EVA investor, to understand its value in addressing your noted pain points. You very clearly indicated what the venture investment would be used for, and have a clear plan for both product and market growth. From the student perspective, your active learning and collaborative pedagogies used in your rooms combined with fun problem-solving puzzles will undoubtedly engage and improve student achievement. I'm excited to see VReakout disrupt the educational markets! Very well done! -Reg

24 Nov
0 Thumbs Up!
Reg Surette @rsurette

Such a clever way to incorporate gamification, Heeweon! As an EVA or if I were an educational institution rep, I would absolutely consider investing in your venture. You incorporate student engagement, collaboration, and new technology (VR) into a product that could realistically benefit learners. As a follow-on venture, you might even want to think about developing a software package that users could develop their own escape rooms (Although in doing so you might be creating your own market competition...haha)! Just a thought! I also enjoyed the website design; you and Kate both really have a knack for well designed, organized and professional web sites! The simplicity of the product made it really easy for me, a prospective EVA investor, to understand its value in addressing your noted pain points. You very clearly indicated what the venture investment would be used for, and have a clear plan for both product and market growth. From the student perspective, your active learning and collaborative pedagogies used in your rooms combined with fun problem-solving puzzles will undoubtedly engage and improve student achievement. I'm excited to see VReakout disrupt the educational markets! Very well done! -Reg

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  • Education
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  • gamification
  • Gaming
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