Lessons on Gamification http://www.techedupteacher.com/year-in-review-lessons-on-gamification/ Lessons on Gamification
I’ve learned a lot after a year of working with fifth and sixth graders in our blended, gamified makerspace.
Our makerspace, called The Innovation Lab, is built on four pillars: Comp Sci, Design & Engineering, Digital Arts, and Entrepreneurship. It also uses game-mechanics to help deliver content and engage students. I started the year with my gamification basics: Epic Meaning, Leaderboards, Achievements, and Item Shop system I’ve been developing for years. Then things changed.
PLAYMAKERS http://playmakers.instituteofplay.org/ PLAYMAKERS is an exploration of the experiences and innovations that are leading the way for learning design in the twenty-first century.
The seven videos in this series introduce you to a range of people working at the intersection of games and learning, from teachers who happened on the power of play through trial and error, to commercial game designers who set out to make one great game and ended up empowering millions of users to make their own.
The Culture of Games http://creatingthefuturetoday.com/pages/4 The Culture of Games
The idea of games in education is often narrowly interpreted through the prism of a specific game such as World of Warcraft, which, because it builds strong guilds and demonstrates the power of play in groups, is an easy target for such assertions.
Massively multiplayer online games are one type of game, and the skills built within them can have great impact, but this project interprets “games” far more broadly to encompass systems deliberately engineered for maximum participation.
What Teachers Really Think About Game Based Learning http://bit.ly/Xm3nwL What Teachers Really Think About Game Based Learning We Are Teachers, an online resource for educators, surveyed teachers about how they use games and found that 67% use traditional and digital games in the classroom. Just 22% said they didn’t have time to integrate digital games and 56% say they don’t have adequate access to computers for digital game time.
Infographic: About the Gamification of Education http://bit.ly/HwrMsp Infographic: About the Gamification of Education
This is an excellent infographic putting together key information about gamifying learning. You will find a short history of gamified learning. The summary from MIT's paper "Moving Learning Games Forward" highlights all the gaming functions that can be integrated into education(with examples). The full whitepaper can be download here. A very important point made by MIT "The Education Arcade" is quoted here: ....
Ten reasons why game based learning works http://bit.ly/xevAb8 Ten reasons why game based learning works in education
How Computer Games Help Children Learn http://blogs.kqed.org/mindshift/2012/02/how-computer-games-help-children-learn/ How Computer Games Help Children Learn
Epistemic games are computer games that are essentially about learning to think in innovative ways. They’re designed to be pedagogical tools for the digital age where the player learns to think like professionals by playing a simulated game of such professions as management, engineering, journalism or urban planning.
Playing games in school http://bit.ly/9cyu2l Playing games in school
Using videos helps students love to learn their lessons
Video games have 'role in school' http://news.bbc.co.uk/2/hi/technology/5398230.stm Video games have 'role in school'
Video games could have a serious role to play in the classroom, a survey of teachers and students suggests.
The Teaching with Games report was commissioned by games giant Electronic Arts (EA) and carried out by FutureLab.
It surveyed almost 1,000 teachers and more than 2,300 primary and secondary school students in the UK.
The survey found 59% of teachers would consider using off-the-shelf games in the classroom while 62% of students wanted to use games at school.
Games for Change (G4C) http://gamesforchange.org/ Games for Change (G4C) is a non-profit which seeks to harness the extraordinary power of video games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change.
G4C acts as a voice for the transformative power of games, bringing together organizations and individuals from the nonprofit sector, government, journalism, academia, industry and the arts, to grow the sector and provide a platform for the exchange of ideas and resources.
Through this work, Games for Change promotes new kinds of games that engage contemporary social issues in meaningful ways to foster a more just, equitable and tolerant society.
The future of games (DICE 2010) http://bit.ly/bpdyS7 Jesse Schell’s mindblowing talk on the future of games (DICE 2010)
Educational Games Research (Blog) http://edugamesresearch.com/blog/ A site for the Educational Games Research Blog. Featuring research and discussion concerning instructional video games.
Using computer games for learning and social interaction http://k12onlineconference.org/?p=531 Using computer games as a context for learning and social interaction
After a brief introduction Ollie Bray describes the use of commercially available computer games in the classroom. In particular he focuses on why the use of games are appropriate for learning and teaching.
Gaming and Leadership Report http://tinyurl.com/3ac5hr Gaming and Leadership Report
Studying management practices in online games
Virtual Worlds, Real Leaders
Online games put the future of business leadership on display "Management fads and business leadership books come and go. But the Internet, and the changes it is forcing upon business managers of all stripes, is here to stay.
The days of closely knit teams working on long-term strategy in close quarters are gone, replaced by virtual teams that constantly reinvent the business in multiple time zones the world over. And the business world is in desperate need of a new model for leadership befitting the Internet Age."
Circumstances for games in education to work http://tinyurl.com/54fk6q The right circumstances for games in education to work
That games in education “work” is without question. When used properly, games can uniquely motivate, teach, and encourage our students. If you really use games effectively, you can motivate poor performing or under-performing students; you can help bright students ask important questions and relevant questions about themselves and their world; you can help gifted kids simulate highly complex systems.
However, it is not simply a matter of sticking a kid in front of a computer game and hoping for the best. There are a specific set of circumstances which must coalesce in order for games to work.
Slaying Myths About Video Games (Part 1 http://bit.ly/17B2Ywn Slaying Myths About Video Games (Part 1)
.... after a few weeks something about the underlying structure of the game began to look very familiar. When you look past the Orcs, Gnomes, and other fanciful inhabitants and elements, you find Blizzard has built an elegant and engaging learning management system.
WoW does an outstanding job of guiding players to their zone of proximal development and provides a neverending stream of feedback and fresh challenges while leaving the player in charge.
Serious Games (Blog) http://seriousgamesblog.blogspot.com/ Serious Games (Blog)
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology.
They can be similar to educational games, but are often intended for an audience outside of primary or secondary education.
Serious games can be of any genre and many of them can be considered a kind of edutainment.
Serious Games : Social Network http://seriousgames.ning.com/ Serious Games : Social Network .... an excellent location to find answers to any questions you have about online gaming and simulations.
Serious Games http://bit.ly/17B386Y Serious Games : 38 minute mp3 audio podcast
Stephen Berlin Johnson brings a unique perspective to the consideration of the cultural impact of video games.
Until recently, the discussion of video games focused primarily on the negative aspects ?the violence, immorality and potential for addiction.
He points out that this conversation has shifted and is beginning to accept that there are positive benefits inherent in playing video games.
Johnson argues that judgment of video games should consider the intellectual and problem solving skills they require.
Will Gaming Transform the Web? http://bit.ly/17B35bx Will Gaming Transform the Web? : A Panel Discussion : audio / podcast / mp3
In this freewheeling panel discussion from Web 2.0, three game industry leaders discuss with Mark C. Stevens the changes they've seen in the gaming world and how they believe it will develop in the future.
The gaming community is huge, with over 30 billion hours played each year. 70% of 18-34 year old, PC-using males, are gamers.
But it's a changing world too. The average age is increasing, and more women are joining. And play is slowly migrating from console games to mobile devices.
Game Studies http://www.gamestudies.org/ Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.
Our primary focus is aesthetic, cultural and communicative aspects of computer games.
Our mission - To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.
Video Gaming, Education and Digital Learning http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html Video Gaming, Education and Digital Learning Technologies
This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.
The article begins with information about video games and gaming consoles, a comparison of consoles and the PC, and some observations on the network capabilities of consoles. Next, the relevance of gaming to academia is highlighted, and the relevance of games and consoles to learning technologies is considered.
The Video Game Librarian http://www.gamingtarget.com/article.php?artid=3982 The Video Game Librarian
Libraries and video games have never managed to hit it off. Several games, including GoldenEye and Halo, have levels called "The Library", but that's really where it ends.
Until now. Public libraries all over the country have been adding video games to their collections. Its very possible that a library in your hometown has games on its shelf right now.
Computer and video games at Wikipedia http://en.wikipedia.org/wiki/Computer_game Computer and video games at Wikipedia
Games | GamePlay | Genres | Platforms | History | Trends | Types | Attutudes | Popularity | Development | Modifications | Naming |
The Education Arcade http://education.mit.edu/ The Games-to-Teach Project is made possible by a research grant from Microsoft iCampus. Project activities are coordinated with the Learning Sciences and Technologies Group of Microsoft Research, led by Randy Hinrichs.
The Education Arcade represents a consortium of international game designers, publishers, scholars, educators, and policy makers who are exploring the new frontiers of educational media that have been opened by computer and video games.
The Teachers' Arcade is a group of teachers, educators, and policy makers investigating the potential of using commercial and video games to support learning. Many of us are interested in using games in classrooms, but just as many are thinking of how to use games in home schools, after school centers, and in museum settings. The Teachers' Arcade is a resource for sharing teaching tips, curricular models, lesson plans, and custom game modifications. You can find both practical tips and assistance as well as a supportive community of like-minded teachers.
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