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Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Video games now entrenched as a family affair

Video games now entrenched as a family affair | And now..for something different! | Scoop.it

Seven in 10 Australians play video games and 86% of parents who consume video games play the games with their children, according to new research which shows that most Aussie households have at least one device for playing interactive games.

 

The Digital Australia 2014 report, commissioned by the Interactive Games & Entertainment Association (IGEA), reveals that playing video games remains well-established on the list of favourite Australian past-times, and that more Australians are switching on their consoles, smartphones, tablets, laptops and PCs to play interactive games, which is causing a shift in the make-up of Australia’s interactive gaming population.


Via Kim Flintoff
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Kim Flintoff's curator insight, October 22, 2013 5:47 PM

And there's part of the relevance for education... 70% of us are already doing it...

Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Why Minecraft is more than just another video game

Why Minecraft is more than just another video game | And now..for something different! | Scoop.it

"Suddenly those computer skills become transferable into social capital," he says.

 

Mr Levin is the co-ordinator of Minecraftedu which was set up to show how the game can be used in classrooms. About 1500 schools are now using it as a teaching aid and not just in computer science lessons.

 

He also hopes Minecraft can teach parents a thing or two rather than them wanting the game to teach their kids.


Via Kim Flintoff
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Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Scott Nicholson: Meaningful Gamification: Motivating through Play instead of Manipulating through Re

Gamification is the use of game design concepts to create a layer on a real world setting. Typical gamification focuses on the use of rewards like points and badges to change the behavior of users, which can cause long-term damage to intrinsic motivation. Meaningful gamification is the use of design concepts from games and play to help people find personal connections to a real-world setting.

http://gamelab.mit.edu/event/guest-lecture-scott-nicholson/

 

http://www.twitch.tv/mitgamelab/c/3383085&utm_campaign=archive_export&utm_source=mitgam­elab&utm_medium=youtube


Via Kim Flintoff
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Rescooped by Peggy Sheehy from The 21st Century
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A Beautiful Visual on The Importance of Games in Learning

A Beautiful Visual on The Importance of Games in Learning | And now..for something different! | Scoop.it

Via Dr. Susan Bainbridge
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edilberto quispe's curator insight, November 18, 2013 7:13 AM

La importancia de los juegos en la educación

Anna Cole's curator insight, November 20, 2013 6:29 AM

I had to zoom this to read it, but it was well worth it!

Agora Abierta's curator insight, January 1, 2014 4:17 PM

La importancia del juego para el aprendizaje: es algo natural

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Game-Based Learning: What it is, Why it Works, and Where it's Going ~ New Media Institute

Game-Based Learning: What it is, Why it Works, and Where it's Going ~ New Media Institute | And now..for something different! | Scoop.it

by Jessica Trybus

 

"Within an effective game-based learning environment, we work toward a goal, choosing actions and experiencing the consequences of those actions along the way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things. This keeps us highly engaged in practicing behaviors and thought processes that we can easily transfer from the simulated environment to real life. Research supports the effectiveness of game-based learning in virtual environments—for example, according to a meta-analysis of flight simulator training effectiveness, simulators combined with aircraft training consistently produced training improvements compared to aircraft-only training "

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Rescooped by Peggy Sheehy from game based learning
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Wheaton: The 5 Myths of Game-based Learning (#GBL)

Wheaton: The 5 Myths of Game-based Learning (#GBL) | And now..for something different! | Scoop.it

“ This is a college educator’s intent to help other teachers (particularly other university professors teaching intelligence studies…) to have a more realistic view of both the difficulties and the rewards of incorporating games into their classes.”


Via Maria Margarida Correia, juandoming, Chris Carter, Jeffrey Earp
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Rescooped by Peggy Sheehy from game based learning
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The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions

The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions | And now..for something different! | Scoop.it

“ As some of you may know I'm studying a Masters in Technology in Learning and have been focusing on Serious Games. I wanted to share my project with the community!”


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Rescooped by Peggy Sheehy from Gamification
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Top 10 Social Gamification Examples and Cases that Save the World

Top 10 Social Gamification Examples and Cases that Save the World | And now..for something different! | Scoop.it
The Top 10 Social Examples according to Pioneer and Stanford Lecturer Yu-kai Chou is 1. Foldit 2. Pain Squad 3. Zamzee 4....

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dianataylor's curator insight, September 2, 2013 4:13 AM

One of ten case studies - incredible really!

 

Luckily, the University of Washington’s Center for Game Science (yes, such center exists) collaborated with the Biochemistry department and created FoldIt, an online puzzle video game about protein folding. Foldit utilizes a game-like puzzle interface that allows people from all over the world to “play” and compete in figuring out various protein structures that fit a researcher’s criteria.

To everyone’s surprised, with over 240,000 “players” registering for the game and competing viciously against each other, a solution to the structure of the M-PMV was found in 10 days, creating a major breakthrough in the AIDS research field. 15 Years vs 10 Days? I would say for this alone Gamification added extremely concrete value to the world and could one day save a loved one.

Rescooped by Peggy Sheehy from Eclectic Technology
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Free Technology for Teachers: 43+ Alternatives to YouTube

Free Technology for Teachers: 43+ Alternatives to YouTube | And now..for something different! | Scoop.it

"Excellent educational content can be found on YouTube. However, not every teacher can access YouTube in his or her classroom. That's why a few years ago I compiled a big list of alternatives to YouTube. Over the years some of those sites have shut-down, started charging a fee, or have switched into another market. So this evening I went through and eliminated some sites from the list and added a few new ones."


Via Beth Dichter
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Beth Dichter's curator insight, August 13, 2013 10:33 PM

Richard Byrne has updated his list of sites that provide free videos. His top five list is below:

* Next Vista

* PBS Video

* Explore.org

* The National Film Board of Canada

* Vimeo

Each link provides a short description of what the site has to offer. You will also be able to access the fill list of sites through this post.
And if you are trying to search for a video you might want to try out the Custom Search Engine he has created through Google. This search engine is accessible at this link: http://www.freetech4teachers.com/2013/08/a-youtube-free-video-search-engine.html

Videos are a great tool to quickly engage students in learning and this list of websites as well as this search engine are great options to put in your toolbox.

Gary Faust's curator insight, August 14, 2013 2:10 PM

So nice to have an update of video resources. Thanks!

Kimberly House's curator insight, August 15, 2013 4:35 AM

I will certainly be sharing this with staff at my school! The list is thorough and gives a brief desciption of each of the sites mentioned. The list is also up-to-date, having just been checked and edited by it's original creator.

Rescooped by Peggy Sheehy from Eclectic Technology
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SimCityEDU: Using Games for Formative Assessment | MindShift

SimCityEDU: Using Games for Formative Assessment  | MindShift | And now..for something different! | Scoop.it

"SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning...GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders."


Via Beth Dichter
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Beth Dichter's curator insight, March 14, 2013 7:30 PM

When you ask a middle school student what computers are good for they often reply "playing games." SimCity is going to be releasing a SimCity EDU version in the fall of this year. This new version "grew out of research conducted by the MacArthur foundation on how gaming can mirror formative assessments [PDF] – measuring understanding regularly along the learning path, rather than occasionally or at the end of a unit, as is most common. Their research found that games gather data about the player as he or she makes choices within the game, affecting the outcome. In games, players “level-up,” moving on to higher levels when they’ve mastered the necessary skills; similarly teachers scaffold lessons to deepen understanding as a student grasps the easier concepts."

The post also notes that there are those who question if assessment belongs in games. That is a topic that will continued to be debated.

davidconover's curator insight, March 15, 2013 8:42 AM

This method of formative assessment fascinates me. 

Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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QuestBoise 2013: Quest-Based Learnin Virtual Unconference - July 31 - Aug. 1, 2013

QuestBoise 2013: Quest-Based Learnin Virtual Unconference - July 31 - Aug. 1, 2013 | And now..for something different! | Scoop.it

QBL, gamification, badges & more!

Join us for a FREE two day virtual unconference as we explore designing and teaching with the experts in quest-based learning.

 

We have moved to a VIRTUAL UNCONFERENCE this year to accommodate participants across the country, and plan for a live conference in 2014.  

Registration is not necessary and it is FREE to attend! Check out the sessions on July 31st - Aug 1st,  found on our Guild Event Calendar below.  Directions on how to participate are found within the event descriptions.


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Gammify | 2013 Gamification World Championships

Gammify | 2013 Gamification World Championships | And now..for something different! | Scoop.it
Meet the Gammify Judges for this year's world challenge: http://t.co/3mu2Hn9Dhs #gamification
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In college at 12, off to start her Ph.D. at 16, Tigard's Tesca Fitzgerald blazes new intellectual territory

In college at 12, off to start her Ph.D. at 16, Tigard's Tesca Fitzgerald blazes new intellectual territory | And now..for something different! | Scoop.it
An honors graduate in computer science from Portland State University, she credits a popular middle school robotics competition for helping put her on her advanced trajectory (16 year old Oregon girl on track to get her Ph.D.
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Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Games need to drop Hollywood's reality and start telling their own, better stories | GamesRadar

Games need to drop Hollywood's reality and start telling their own, better stories | GamesRadar | And now..for something different! | Scoop.it
I’m sick of having already seen every “new” game world I start to explore. And I’m not talking about derivative production design or me-too generic

Via Kim Flintoff
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Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Caltech uses popular computer game ‘Minecraft’ as educational tool

Caltech uses popular computer game ‘Minecraft’ as educational tool | And now..for something different! | Scoop.it

Researchers Spiros Michalakis, left and Alex Kubica at Caltech Monday, November 4, 2013, have developed qCraft, a version of the video game Minecraft. Using the game´s basic premise of building a universe from blocks, Spiros Michalakis came up with the idea to include an educational tool to teach quantum mechanics.


Via Kim Flintoff
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Rescooped by Peggy Sheehy from Games, gaming and gamification in Higher Education
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Engaging Students with Game-Based Learning | eSchool News | eSchool News

Engaging Students with Game-Based Learning | eSchool News | eSchool News | And now..for something different! | Scoop.it
Aiming to make learning more fun and engaging for students, a growing number of educators are turning to digital games and simulations to help teach core curriculum.

 

This practice raises a number of key questions, such as: What does research say about gaming’s potential as an educational strategy? What best practices exist to help educators incorporate gaming into their classrooms successfully? How can schools ensure that games have real educational value, and are not just entertainment?

With the generous support of VINCI, we’ve assembled this collection of eSchool News stories and other resources to help you answer these questions as you consider the use of game-based learning in your own schools.


Via Kim Flintoff
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Kim Flintoff's curator insight, December 16, 2013 5:13 PM

Several of the articles can readily apply to Higher Education settings.  Explanations of concepts and principles will broaden and deepne the knowledge of those just becoming familiar with this topic.

Rescooped by Peggy Sheehy from Technology in Education
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A Games Based Learning Manifesto: 10 Thoughts for Discussion

A Games Based Learning Manifesto: 10 Thoughts for Discussion | And now..for something different! | Scoop.it

“ manifesto for games based learning, serious games and learning simulations. Thoughts for buyers and developers.”


Via Yasemin Allsop
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Finnish Doctors Are Prescribing Video Games for ADHD ~ Motherboard

Finnish Doctors Are Prescribing Video Games for ADHD ~ Motherboard | And now..for something different! | Scoop.it

by Anna Leach

 

"There’s a problem with the drugs used in mental health care: You have to be on them for them to work. Even then, they can be expensive and have detrimental side effects.  

 

"Ville Tapio had an idea to do it better. He runs a private psychiatry center in Helsinki, and psychiatrists had told him they were reluctant in particular to hand out drugs for patients with attention deficit hyperactivity disorder (ADHD). ADHD drugs are psychostimulants, they are frequently abused, and kids can be prescribed them young and kept on a regimen for years.

 

"Tapio's alternative? Getting people with mental health concerns to play video games. They're special video games, of course—ones that can change how your brain works, with a technique loosely termed gameified neuroplasticity therapy. 

 

"The idea isn’t totally out of the blue. The University of Helsinki is well known for its neuroscience, with researchers already investigating how brain activity changes when people do different things. Scientists there have already tinkered around with game play, checking out local Helsinki production Angry Birds to test why the game was so addictive, and it's all part of a push by Finnish developers to build games that do good."

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Rescooped by Peggy Sheehy from Digital Media Literacy + Cyber Arts + Performance Centers Connected to Fiber Networks
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Excellent Videos OnThe Use of Augmented Reality Apps by Students | Educational Technology and Mobile Learning

Excellent Videos OnThe Use of Augmented Reality Apps by Students | Educational Technology and Mobile Learning | And now..for something different! | Scoop.it

Below are some good videos I got a few days ago on examples of how some augmented reality apps are being used with kids to help them improve their learning. If the concept of augmented reality

 

if all new to you then here is a brief definition of it: Augmented Reality is exactly what the name implies: an augmented version of realty created by mixing technology with the known world. It might be a distorted, augmented, or less augmented version of the actual world but in its basic form, augmented reality is a simulation or rather a way of superimposing digital contents into the real context.

You can learn more about the importance of augmented reality in education from " Teachers' Guide to Augmented Reality ".

Now here are some video examples of augmented reality concept in action. These tutorials are all brought to you from apps by Paul Hamilton website.

 

Click headline to read more--


Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc
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Rescooped by Peggy Sheehy from Technology in Education
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20 Serious Games For School | Digital Delights ...

20 Serious Games For School | Digital Delights ... | And now..for something different! | Scoop.it
Rather than being designed for entertainment, serious games are made with a specific objective in mind.

Via Yasemin Allsop
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We don't need no stinking badges!

The classic clip from treasure of the sierra madre
Peggy Sheehy's insight:

Sooo many possibilities....

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Rescooped by Peggy Sheehy from Eclectic Technology
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Submrge | Deeper Thinking about Games and Education

Submrge | Deeper Thinking about Games and Education | And now..for something different! | Scoop.it

Via Beth Dichter
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Beth Dichter's curator insight, August 14, 2013 10:23 PM

Submrge is a website that has the tag line “Deeper Thinking About Games and Education.” It is divided into a number of sections including Games, Activities and Links.

What makes this site unique is the information it provides on each game. “Each game page includes important information for teachers, like benefits of play, educational issues for discussion, easily accessible game information, and activities related to the game on Submrge.” In addition to this information there is also a page for each game that includes “important information on the level and subject, but also the activity’s relationship to Bloom’s Taxonomy, Common Core Standards, 21st Century Skills, and the H.E.A.T. Framework. If you are wondering what HEAT Framework stands for think of Higher Order Thinking, Engaged Learning, Authentic Connections and Technology Use. This page also provides a list of learning styles and the games I checked included an Essential Question,

The Links section has resources in the following areas:

* More on Games as Text

* Advice on Games in the Classroom

* General Games Collections (many content-specific)

If you use games in your classroom, or are considering doing so, this website will provide additional resources that may provide you with new ideas.

Rescooped by Peggy Sheehy from Professional Learning for Busy Educators
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Transedu: Alternate Reality Games in Education | The New Media Consortium

"Picture this.

 

An 11 year old is sitting in math class, staring out the window, his mind wandering somewhere between football at recess and making sense of decimals and fractions when the door to the classroom is flung open. A woman dressed completely in black sweeps into the room. She throws down a yellow envelope on the first desk she sees, says something in a strange language and then leaves."


Via John Evans
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In video games, what's so fun about failure? - Boston Globe

In video games, what's so fun about failure? - Boston Globe | And now..for something different! | Scoop.it
Boston Globe
In video games, what's so fun about failure?
Boston Globe
There's no element of video-game culture that has so thoroughly permeated the mainstream. Everyone knows what it means: You screwed up or you caught a bad break.
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