למידה משמעותית לא מה שחשבתם

  • Published on
    20-Jun-2015

  • View
    98

  • Download
    7

Embed Size (px)

Transcript

<ul><li> 1. ' , </li></ul> <p> 2. Intuition suggests that gamification may be able to motivate students to learn better and to care more about school Lee, J. J. &amp; Hammer Card Players Josse van Craesbeeck Flemish, Antwerp, about 1645 3. A Young Scholar and his Tutor Workshop of Rembrandt Harmensz. van Rijn Dutch, about 1629 - 1630 4. ? " " " " " " " " 5. " '. " " " " " 6. 3 2010 7. 8. ? 9. "Playfulness requires freedom - the freedom to experiment, to fail, to explore multiple identities, to control ones own investment and experience" (Klopfer, Osterweil &amp; Salen, 2009) Cornelis Dusart Peasants Playing Backgammon and Merry-Making in a Tavern, Dutch, 1694 10. A Winter Scene with Two Gentlemen Playing Colf Hendrick Avercamp Dutch, about 1615 - 1620 11. The oracle, Camillo Miola (Biacca) [Italian (Neapolitan), 1840 - 1919] Date: 1880 12. 13. , 14. ? 15. Zvia.Elgali@gmail.com 16. Lee, J. J. &amp; Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2). http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ- 2011.pdf Justin MarquisThe Trouble with Gamification http://www.onlineuniversities.com/blog/2012/07/the-trouble- gamification/ http://www.digitalpedagog.org/?p=1416 </p>