Along with “OMGDUDESOAWESOME” one of the words that gamers like to toss around when describing their favorite titles is “immersive.”1 But what exactly does that mean? And what makes a game immersive? Ask 5 people and you’ll probably get 10 opinions, but psychologists have been studying immersion in various kinds of media for decades so they could probably shed some light on those questions.
Except they don’t call it “immersion.” Instead, they call it “presence,” which, admittedly, isn’t as cool. Regardless, researchers have identified several kinds of presence in regards to how we perceive media but it’s spatial presence that I think comes closest to what gamers think of as “immersion.”
Gamification is one of the buzzwords in education right now, and for a good reason: Gamification is empowering, exciting, and under the right circumstances can be the disruptive innovator many teachers desperately need in order to change the dynamics between knowledge and the learner. There is an explosion of EdTech tools destined to gamify the …
"YouTube is a favourite past-time for many of us; the chance to lead your own TV station. From you, for you. And yet, for all the time we spend on this web site, we know very little about it. It’s not surprising, seeing the size of this site, that there are a lot of back doors. A lot of ways to do things you wouldn’t expect.
"If you like YouTube, as many of us do, it’ll pay off to look into these secrets. With this knowledge, it’s easier to get what you want, when you want it; to enjoy YouTube in its full glory."
Socrative is a smart student response system that empowers teachers to engage their classrooms through a series of educational games and exercises via smartphones and tablets. Our apps are super simple and take seconds to load and run.
The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
"This mini-course introduces educators to the world of gaming culture through playing games critically and reflectively. Participants will live stream, record, and share their gaming sessions, making "Let’s Play" videos that focus on how gaming experiences relate to and affect classroom practice and the design of STEMx learning environments."
"...students like Sam Blazes and Wilfried Hounyo, two winners in the 2012 National STEM Video Game Challenge, say they see their passion for computer programming is potentially leading them into a wide range of future professions.
“There’s no specific place you can plan on going because there are so many different things you can do with programming,” Blazes told an audience during a panel discussion at The Atlanticmagazine’s Technologies in Education Forum earlier this month. “You can do pretty much anything with it that you can program.”
"That’s because computer programming is a study of languages more than of technology or mechanics. And command of those languages allows programmers to control the functionality of anything that is driven by a computer.
"For example, Blazes and Hounyo, both now high school students in the Washington, D.C. area, each won acclaim for helping to design educational video games. But they both said they initiallyembraced programming through school robotics clubs, where students not only build robots, but work to write code that can control robots’ movements and reactions. And as Blazes pointed out, the same skills could also be used for a wide range of career purposes, such as constructing meteorological simulations, making financial predictions, or creating personalized online learning curricula."
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