This is a simple online game loosely linked to Halloween but with Halloween based vocabulary. The game is great for presenting and practising vocab with a low level young English language learning group as well as some reading practice
Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
Unlike the commercial gaming industry, we aim to leverage entertainment and engagement for social good. To further grow the field, Games for Change convenes multiple stakeholders, highlights best practices, incubates games, and helps create and direct investment into new projects.
Digital Play's insight:
Some interesting games here that well deserve some time to look at.
It used to be school and video games did not mix, but a made-in Alberta online game is aiming to change that.The EnGenious game links with Alberta’s curriculum and teaches junior high students math and science concepts.
Today, GlassLab announced the release of SimCityEDU: Pollution Challenge!, the first of a new generation of educational games built to meet the needs of todays students. GlassLab has collaborated with ETS, Pearson, the Entertainment Software Association (ESA), and Electronic Arts to create a game-based classroom tool that uses elements from the beloved SimCity franchise to engage students in real-world challenges. SimCityEDU: Pollution Challenge! is available for download today by school administrators, educators, students and parents at www.simcityedu.org.
Digital Play is available as both paperback and e-book. The e-book is available in the Kindle store where you can download the free Kindle reading app for every major smartphone, tablet, and computer.
Digital Play was winner in the Innovation in Teacher Resources category at the 2012 ELTons!
Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology.
Consumer demand for digital learning games and simulations is steadily increasing and expected to rise, a recent report concludes. But that level of interest in using games and simulations does not appear to be as evident in K-12 schools, according to the lead researcher for the study.
Digital Play's insight:
Cost and access to technology the biggest barriers I see - at least it's not attitudes.