Games, gaming and gamification in Higher Education
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Eco Challenge - Water and Sustainability Game

Eco Challenge - Water and Sustainability Game | Games, gaming and gamification in Higher Education | Scoop.it

Curtin University is proud to announce that it is the organiser for participation in the  UNEP-DHI Eco Challenge Australia.

 

Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.

 

UNEP-DHI Eco Challenge Australia provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.

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Games, gaming and gamification in Higher Education
Using games and game strategies for enhancing learning in higher education settings.
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Eco Challenge - Water and Sustainability Game

Eco Challenge - Water and Sustainability Game | Games, gaming and gamification in Higher Education | Scoop.it

Curtin University is proud to announce that it is the organiser for participation in the  UNEP-DHI Eco Challenge Australia.

 

Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.

 

UNEP-DHI Eco Challenge Australia provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.

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Gamification, personalization and continued education are trending in edtech

Gamification, personalization and continued education are trending in edtech | Games, gaming and gamification in Higher Education | Scoop.it

Content is now widely available, and open to everyone. With the democratization of content comes new challenges in determining who is qualified to do what. The tech industry has already seen the rise of badging, nano degrees and certifications. Over the next five years this will spread into other fields and become a common trend. Credentials will become a currency.

Learning doesn’t end when school does. Innovative companies realized long ago that learning is a benefit, as motivated employees want to invest in themselves. Randall Stephenson, the CEO of AT&T, recently said “there is a need to retool yourself, and you should not expect to stop.” He continued to say that people who don’t learn for 5-10 hours a week will become obsolete. Continual learning will help employees keep pace with the changing tech landscape, and will keep them engaged in their work.

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Tespa | Your Home for Gaming on Campus

Tespa | Your Home for Gaming on Campus | Games, gaming and gamification in Higher Education | Scoop.it

Tespa - our Home for Gaming on Campus - eSport

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College Gamers Battle for Scholarships -- Campus Technology

College Gamers Battle for Scholarships -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
Higher ed e-sports programs are scoring big-time. Not only have the University of California, Irvine and Ohio's Miami University recently announced the launch of new e-sports initiatives, but also a company that caters to gamers is kicking off a new college scholarship program for them.
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The 8-Bit Game That Makes Statistics Addictive

The 8-Bit Game That Makes Statistics Addictive | Games, gaming and gamification in Higher Education | Scoop.it
Please make it stop.
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The Gamification of Learning and How it Challenges Engagement

The Gamification of Learning and How it Challenges Engagement | Games, gaming and gamification in Higher Education | Scoop.it
Regardless of whether we’re talking about new hires, existing employees or simply a casual user, almost everyone hopes to be both challenged and inspired when it comes to learning. That’s why the gamification of learning has become such a successful teaching tool in a wide variety of fields; it allows users to work towards clearly reachable goals by adapting and exploring new horizons. In fact, many experts even go as far as to claim that gamification creates a unique opportunity to facilitate a challenging, almost addictive experience that brings out the best in pupils.
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Game. Play. Learn! Show

Game. Play. Learn! Show | Games, gaming and gamification in Higher Education | Scoop.it
These are my favorite games for learning. I don't have any business or sexual relationship with their developers (or the creators of any of the products I mention in the show). Some of these games I've played for 5 hours, others I've played for 50 hours. I will keep updating this guide as I continue discovering and playing more great games for learning. If you have a resource you think should be added to any of the entries, let me know!
 
You can use these games to design a curriculum for your classroom or build a massive online course. Here is a really great article on building curriculum with games.
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Game Designers are Theatremakers - Exeunt Magazine

Game Designers are Theatremakers - Exeunt Magazine | Games, gaming and gamification in Higher Education | Scoop.it
A video game critic and a theatre critic discuss a recent game jam between devising theatre makers, pervasive game designers, and computer game developers.

DAVID RALF

Games and Play for Big Outdoor Days – a curated game jam between devising theatre makers, pervasive game designers, and computer game developers – took place in Winchester on the 28th-30th January 2016. You can read about the games that were dreamed up and designed here. Video game critic Cara Ellison and theatre critic David Ralf were invited to observe by producer Hannah Nicklin.  
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PhD fellowship in Game-based Learning (122776) | NTNU - Norwegian University of Science and Technology

PhD fellowship in Game-based Learning (122776) | NTNU - Norwegian University of Science and Technology | Games, gaming and gamification in Higher Education | Scoop.it
PhD fellowship in Game-based Learning

The Faculty of Information Technology, Mathematics and Electrical Engineering (http://www.ntnu.edu/ime) at the Norwegian University of Science and Technology (NTNU) has a vacancy for one PhD research fellow position in Game-based Learning at the Department of Computer and Information Science (http://www.ntnu.edu/idi).
 
The appointment is for a term of 3 years without duties. This is a researcher training position aimed at providing promising researcher recruits the opportunity of academic development in the form of a doctoral degree.
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Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification — Emerging Education Technologies

Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification — Emerging Education Technologies | Games, gaming and gamification in Higher Education | Scoop.it
Game-based Teaching Techniques Have Been Native to K-12 Forever. They can be Fun and Functional in Higher Ed too.

Gamification has been part of teaching strategy in K-12 even before it was common for computers to exist in the classroom. Teachers have used games for decades to keep students engaged in the learning process, to make instruction easier to digest for students with varying learning styles, to get an idea of how students are doing that may not be reflected in test scores, and to boost morale in the classroom.

Today, the things that are being done in the K-12 setting are often rather remarkable. Now that it is fairly common for students to have in-classroom access to computers, notebooks, tablets, or even wearable technology, the potential uses and impact of gamification has been significantly increased. While it may be more obvious to think of gamification as having a place in K-12, with younger students, there is also plenty of exciting potential for uses of gamification techniques in higher education.

Teachers can certainly learn from and adopt some of the approaches that K-12 instructors and curriculum specialists have taken, and apply them to the college classroom.

Here are few ways in which gamification can work in higher education:
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Angry Birds as a social network market

By Tama Leaver in Mobile Media and Casual Games. The hugely successful franchise Angry Birds by Finnish company Rovio is synonymous with the new and growing market of app-based games played on smartphones and tablets. These are often referred to as
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Explore the Pros, Cons of Gamification in Online Education

Explore the Pros, Cons of Gamification in Online Education | Games, gaming and gamification in Higher Education | Scoop.it
In his online course on ethical decision-making, Greg Andres, a philosophy lecturer at the University of Waterloo in Canada, has students compete for the top spot on the class' leader board. As they answer questions about how they would respond to various ethical dilemmas, they receive a certain number of points depending on how Andres views their responses in a given context.

The goal is "to make course concepts concrete – here's how it actually plays out in real life," Andres says.

Andres' class is an example of gamification, a term that generally refers to the implementation of different game-design elements – such as competition or the earning of points or badges – into various settings.
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Department Coordinator - Games, Animation and Design Job in Melbourne - SEEK

Department Coordinator - Games, Animation and Design Job in Melbourne - SEEK | Games, gaming and gamification in Higher Education | Scoop.it

Department Coordinator - Games, Animation and Design
SAE, with 54 campuses in 28 countries, has been setting the global benchmark for creative media education since 1976. In Australia, we proudly offer government accredited certificates, diplomas, and bachelor degrees across 6 disciplines – Animation, Audio, Design, Film, Games, and Web & Mobile.

SAE, Melbourne campus is seeking applications for the position of a full time Department Coordinator for the Games, Animation and Design department.

The Department Coordinator (DC) is a core campus-based academic leadership position in SAE. This role is assigned a discrete discipline or group of disciplines to provide specialist academic leadership on campus and within the faculty. The DC responsibilities correlate to three core areas of academic leadership:

Content – Expertise in at least one creative media discipline (Games, Animation or Design)
Delivery – Expertise in Higher Education and Vocational Education and Training (VET), understanding the student experience
Resources – Skill in leading a tertiary teaching team, understanding the technical resources needed to deliver a program
Qualifications & Experience –

Demonstrable leadership, academic management and teaching experience in tertiary education
Hold at least a Masters qualification or equivalent in a relevant discipline
Have industry experience in at least one SAE discipline
Possess superior interpersonal and communication skills
 
The successful candidate must possess unlimited Australian work rights, and a Working With Children (Blue) Card.

Due to the high number of expected applications, only shortlisted candidates will be contacted.

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Gaming more than a Space Oddity

Gaming more than a Space Oddity | Games, gaming and gamification in Higher Education | Scoop.it
A brutal and ruthless massive online space game is stretching the boundaries of fun, telling us about ourselves and the wider potential of gaming.
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Go gamers! Thanks to Peter Mellow.

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This is uLoL

University League of Legends is a student-run network of League of Legends clubs at college campuses across the US & Canada. Whether you're looking fo
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Turning school exams into an online game in Jamaica - BBC News

Turning school exams into an online game in Jamaica - BBC News | Games, gaming and gamification in Higher Education | Scoop.it
In Jamaica, one firm has turned revising for school exams into a series of online games which are now being used by thousands of pupils across the island - who are offered prizes as they study for subjects like maths, languages, arts or science.
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Bachelor of Serious Games part of USC’s Course Course Revolution: seriously

Bachelor of Serious Games part of USC’s Course Course Revolution: seriously | Games, gaming and gamification in Higher Education | Scoop.it

So is a bachelor of serious games a pathway to meaningful employment or a lifetime of student debt? Smith assured me it is the former.

 “We need to be able to have our students capable of looking at the problems presented to them from an external stakeholder and thinking about how games might be used to solve that particular problem. This course is situated where the government is trying to go with its whole STEM innovation agenda,” he declared, citing the ‘jobs of the future we don’t even know exist yet’ aphorism.

“What we need to do is equip our students with not just numeracy and literacy, but digital literacy,” he argued. “This is a play very much in the space of equipping students with the skills they can use to build themselves new careers in areas that we haven’t even thought of yet. It’s just an innovation in thinking about the use of games in a different way, strategically thinking about how we respond to the national innovation and science agenda.”

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New Penn State Course Tackles Teaching with Call of Duty, World of Warcraft -- Campus Technology

New Penn State Course Tackles Teaching with Call of Duty, World of Warcraft -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
Forget about hunting down just the right educational game for your students. Let them use the games they already love — Minecraft, World of Warcraft and Call of Duty — and then untangle how those can be fit into the learning goals you have for them. Figuring out how to do that as a teacher is the focus of a new course at Penn State.
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Report: Game-Based Learning Helps Students Develop Writing Skills -- Campus Technology

Report: Game-Based Learning Helps Students Develop Writing Skills -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
According to initial results from recent pilot, digital game-based learning improved student engagement and self-efficacy in writing courses at 14 colleges and universities.
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What Happens When Video Games Can Read Your Face

What Happens When Video Games Can Read Your Face | Games, gaming and gamification in Higher Education | Scoop.it

Affectiva's emotion-sensing technology now helps game developers personalize games to the player's mood.


Affectiva, an MIT Media Lab spin-off that creates technology that recognizes people's emotions by analyzing subtle facial movements, has created a plugin that game developers can integrate into their games to make them more emotion-aware. This marks Affectiva's first foray into the gaming space; the technology is also used in other industries better understand how people react to advertising and political polling, among other things. The plugin will be available on Unity, a game development platform used by over 4.5 million developers. In practice, it means that video games can now read a player's face through a standard webcam.


"Most games have emotions as a core part of the experience," says Rana el Kaliouby, Affectiva's cofounder and chief science officer. "We've made it possible to easily build an emotional response into the game dynamic."

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Not Just Fun and Games

Not Just Fun and Games | Games, gaming and gamification in Higher Education | Scoop.it
"Serious" gaming produces training tools for military personnel to cheat death.

Learning to fight death has become a game—literally. The Office of Naval Research has been funding several gaming initiatives to help improve training and education through simulation and modeling, particularly in the field of medicine.


It is working, says Ray Perez of the office’s Cognitive Science of Learning Program. “[Serious] games motivate players to keep on playing but also give them appropriate practice and give them feedback,” he offers. “That’s the magic sauce.” 


So-called “serious” games are being developed as training tools. Because they look and act like video games, they can be as entertaining as they are educational and can change the way people learn. That is why, experts say, they appeal to a wide segment of the population and are used in a number of industries to improve a range of skills, from damage control on a Navy ship to emergency management and communication techniques.

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What Computer Games Taught Me About Urban Planning

What Computer Games Taught Me About Urban Planning | Games, gaming and gamification in Higher Education | Scoop.it
Like most city lovers of a certain age, I spent many hours as a kid playing SimCity. For readers who are tragically uninitiated, SimCity is one of the iconic computer games of the 1990s, though newer versions have been released as recently as 2013. Playing as mayor (or, really, dictator, but more on that later), you shepherd the growth of a city from its very first streets to towering skyscrapers—assuming you aren’t wiped out by tornados, fires, or aliens. By enticing thousands and thousands of people to plan commercial, industrial, and residential districts for their virtual towns, the creators of SimCity have probably done more than anyone in the history of the world to introduce basic principles of zoning to the public.
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One of the interesting aspects of employing computer games ikn learning is engaging students in the process of considering what assumptions have been made about the principles and systems that underpin the game.

Critically aware pedagogical strategies will frame the game itself as a subject of analysis.  In what ways the games construction reflect particular views and attitudes, and whose interests do they serve?

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4 Things Game Designers Can Learn from Teachers

4 Things Game Designers Can Learn from Teachers | Games, gaming and gamification in Higher Education | Scoop.it

The annual Games in Education conference in Troy, New York is a rarity in that it brings together two groups of people who don’t often spend a lot of time together—classroom teachers and educational game developers. A group of about 200 of us gathered in a handful of conference rooms and discussed our work—sharing innovations, best practices, strategies, and challenges that we’ve encountered at the intersection of technology and learning.

Which begs the question: why don’t educational game designers and developers spend more time with classroom teachers? After all, it stands to reason that the two groups have a lot in common. Teachers face many of the same challenges and opportunities that game designers do: they spend their days grappling with how to make curricula digestible for kids; they struggle to engage an often skeptical audience; they are frequently faced with staggering budgetary and technological constraints; and, mostly, they long to see kids engaged and excited about what they’re doing and their ability to do it.

Working at Classroom, Inc., I am fortunate to have many former classroom teachers as colleagues, including members of the Product Development team. This means I always have at least one teacher participating deeply in the design process as we create new learning games. We also have extraordinary access to see our programs being used in classrooms, so we stay very close to the environments in which our games will be implemented. Even so, I always learn something about being a better game designer every time I go out and talk to new teachers. Here’s some of what I picked up in just two short days in Troy:

1. Keep Focused on Outcomes
2. Remember, Every Kid is Different
3. Hack Your Toolset
4. Respect the Kids

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Amazon Lumberyard

Amazon Lumberyard | Games, gaming and gamification in Higher Education | Scoop.it
Amazon Lumberyard is a free, cross-platform, 3D game engine for you to create the highest-quality games, connect your games to the vast compute and storage of the AWS Cloud, and engage fans on Twitch.

By starting game projects with Lumberyard, you can spend more of your time creating great gameplay and building communities of fans, and less time on the undifferentiated heavy lifting of building a game engine and managing server infrastructure.
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The Intersection of Learning and Fun: Gamification in Education - Forbes

The Intersection of Learning and Fun: Gamification in Education - Forbes | Games, gaming and gamification in Higher Education | Scoop.it
Educational game designers face many challenges, one of which is making the learning experience enjoyable. Educational game designers must not fall into the trap of focusing too much on the learning objectives and not having the games be motivating for students. Like other realms of edtech, entrepreneurs must partner with practitioners and academic researchers as part of the edtech “ecosystem” to develop sound learning tools that incorporate the art, science and culture of game design. The key to the gamification of education is not to privilege one over the other but to find the sweet spot between pedagogy and engagement where learning intersects with fun.
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