The Institute of Art, Design & Technology (IADT) in Dun Laoghaire, will host the 5th Irish Symposium on Game-Based-Learning (iGBL) as a two-day event in the IADT on Thursday 4th and Friday 5th June 2015.
Developing The Radix Endeavor, our multi-player online game for STEM learning, at the MIT Education Arcade meant working with lots of different groups. My colleague Susannah Gordon-Messer recently reflected on...
The researchers designed and developed two educational video games, one with and one without a range of reward features for players, and examined learning outcomes...
Jeffrey Earp's insight:
Another resounding blow to the case for extrinsic motivators in GBL, and this in a puzzle format seemingly "made" for gamification-type mechanics. Points and rewards do not a (learning) game make, the play's the thing. As the author's say ...
"Although people in the high-reward game ... liked playing the game more ... the rewards had no effect on learning [...] The results... suggest that rather than focusing on ... in-game rewards, ... designers should focus on the core game mechanics that players may find satisfying, such as intuitive controls and progressively difficult but fair challenges."
The A-GAMES Project (Analyzing Games for Assessment in Math, ELA/ Social Studies, and Science) studied how teachers actually use digital games in their teaching to support formative assessment. Michegan UNi & NYU
"Papers, Please gets players engaged in the idea of document checking by designing more than just a reward structure, but layering rewards to weave a complex and difficult context around making a very simple decision." ...
A new tactile, highly immersive and gamified approach to education has been created by a British company, 4D Creative. The concept combines wireless LED lighting, a Bose sound system and large-scale projection, all operated via an iPad. Images can be projected on the walls of self-inflating pods that students enter. The system can be set up and ready to utilize in less than 15 minutes. Little technical knowledge is required, and no tools are needed.
Call for papers for the9th European Conference on Games Based Learning ECGBL 2015 Steinkjer Norway, Mini track call for papers for the 9th European Conference on Games Based Learning ECGBL 2015 Steinkjer Norway, call for games for the 9th European...
The brainchild of the game development and research organization, GameDesk, PlayMaker is a life-reflective revolution in education designed to prepare students for 21st century success. Founded upon the principle that kids should be empowered to create meaningful relationships with knowledge interacting, playing, and making, PlayMaker’s curriculum aligns with state and national standard in education and assessment, while pushing the boundaries of what is possible in the classroom.
"in 2015 the BBC’s Make it Digital initiative will bring digital creativity to a mainstream audience. We anticipate that huge numbers of young people across the UK will respond and take advantage of digital making for self-expression. It’s not just about an interest in technology. As tools become more diverse and powerful we will see young people getting involved in digital making in order to make things happen in other fields they are passionate about, and develop their own careers."
Jeffrey Earp's insight:
And no prizes for guessing that digital game making will be one of those passions
Ian Bogost at WIRED by Design, 2014. In partnership with Skywalker Sound, Marin County, CA. To learn more visit: live.wired.com Subscribe for more WIRED videos: http://wrd.cm/15fP7B7 Want...
Jeffrey Earp's insight:
Debunks the game=fun fallacy and in return offers up fun= aberrant engagement, though without ever mentioning engagement, flow or intrinsic motivation - he calls it infatuation. What would he make of Papert's Hard Fun I wonder? Fuzzy but interesting. I like the gear shift fun-of-manual-driving example but maybe that's just one idea of fun.
Have you heard about Project Spark? It's the ultimate interactive digital playground for gamers of all ages, a powerful (yet simple) way to build and play your own worlds, stories, and games. Share all of your creations to a dynamic community, and play what the community makes. Project Spark brings creation to life and presents endless opportunities for play.
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