Games, gaming and gamification in Higher Education
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Four Corners : Generation Like

Four Corners : Generation Like | Games, gaming and gamification in Higher Education | Scoop.it
How advertisers and big commercial brands are exploiting teenagers using social media - and making big dollars in the process.
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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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Saving the world with online games

Saving the world with online games | Games, gaming and gamification in Higher Education | Scoop.it
Could online games be the solution to the world’s biggest problems? According to University of Waikato Senior Lecturer Dianne Forbes, they might be.
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Games are changing the world, just ask new UCI professor who worked in the White House

Games are changing the world, just ask new UCI professor who worked in the White House | Games, gaming and gamification in Higher Education | Scoop.it
The princess bonked into a tree. Then she turned around and bonked into another tree. It went on like this for hours. Six hours, she said. Same two trees. Same princess. Bonk. Turn around. Bonk. Co…
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"Husband and wife gaming power duo Kurt Squire, left, and Constance Steinkeuhler, right, both are UCI professors in the department of informatics. Squire is a video game designer who works on using gaming as a vehicle for learning. Steinkeuhler is one of the leading gamer advocates in the U.S. and worked with the Obama White House."
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How Deloitte Made Learning a Game

How Deloitte Made Learning a Game | Games, gaming and gamification in Higher Education | Scoop.it

“Training is a funny thing,” James Sanders, Manager of Innovation at Deloitte Consulting, told me recently. “No matter how easy you make it to access, or how brilliant the learning programs are, training is simply not the first thing people think of doing when they have some free time. Let’s face it, for most people, on a typical Sunday morning, if given the choice between ‘Am I gonna watch ESPN, or am I gonna do some training?’ training will not win out.” 


 And yet, by using gamification principles, Deloitte has seen use of its Deloitte Leadership Academy (DLA) training program increase. Participants, who are spending increased amounts of time on the site and completing programs in increasing numbers, show almost addictive behavior. Since the integration of gamification in to Deloitte Leadership Academy, there has been a 37 percent increase in the number of users returning to the site each week.

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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It? - EdSurge News


A majority of young adults already play video games, so using them in courses seems like a natural fit. But building World of Warcraft or a simila
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The Gamification of Education - The Knowledge Roundtable

The Gamification of Education - The Knowledge Roundtable | Games, gaming and gamification in Higher Education | Scoop.it

The Gamification of Education
Today’s kids are more plugged in than ever before. For many, adolescent life is increasingly centered around electronic devices, the internet, and video games. As parents, educators, and tutors, it is not only important to acknowledge this trend but to also take advantage of it as a way to connect with students and enhance the learning process. The gamification of education is an ever-evolving, modern educational movement that exists as a direct response to the changing nature of children’s attention spans and interests.
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The ‘Minecraft Effect’? Educators Hope to Move Students From VR Consumption to Creation - EdSurge News

The image of screens strapped to students’ faces is what the future of education looks like to some, but others see it as a passing fad that educator
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Practical Procedural Generation for Everyone

In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple algorithms of procedural content generation and how to use simple data structures to control complex content-generators that are scalable, flexible, and surprisingly powerful.

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
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Designing games that change perceptions, opinions and even players' real-life actions

Designing games that change perceptions, opinions and even players' real-life actions | Games, gaming and gamification in Higher Education | Scoop.it

In 1904, Lizzie Magie patented “The Landlord’s Game,” a board game about property ownership, with the specific goal of teaching players about how a system of land grabbing impoverishes tenants and enriches property owners. The game, which went on to become the mass-market classic “Monopoly,” was the first widely recognized example of what is today called “persuasive play.”

‘The Landlord’s Game,’ the first persuasive game. U.S. Patent and Trademark Office


Games offer a unique opportunity to persuade their audiences, because players are not simply listening, reading or interpreting the game’s message – they are subscribing to it. To play a game, players must accept its rules and then operate within the designed experience. As a result, games can change our perceptions, and ultimately our actions.

Kim Flintoff's insight:
This article considers games from the frame of persuasion.  In the game experiments I was undertaking during the noughties I was writing about "generative play" - a model where game play generates new insights, new behaviours and unexpected futures.  Persuasion is one step in the process.
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How Digital Games Have Changed the Shape of Learning |

How Digital Games Have Changed the Shape of Learning | | Games, gaming and gamification in Higher Education | Scoop.it
A Seven-Part Series | Part Seven Learning is most often viewed as a linear process. First, the thinking goes, students must be convinced they can do a task. For kids [...]
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Here's how positive thinking can be bad for your health

Here's how positive thinking can be bad for your health | Games, gaming and gamification in Higher Education | Scoop.it

An art piece on forced positivity by Arnika Müll entitled "Happy, happy, joy, joy."


The adaptation of positive psychology for business management and the armed forces has helped the approach spread into popular culture. But as it's grown more and more popular, positive psychology has taken on a new tone—one with a more simplistic message of “positive thinking.”
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An art piece on forced positivity by Arnika Müll entitled "Happy, happy, joy, joy."

The adaptation of positive psychology for business management and the armed forces has helped the approach spread into popular culture. But as it's grown more and more popular, positive psychology has taken on a new tone—one with a more simplistic message of “positive thinking.”
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New Era: Online Gaming and Virtual Worlds

New Era: Online Gaming and Virtual Worlds | Games, gaming and gamification in Higher Education | Scoop.it
Our life is now full of e-systems where we need to learn on these technologies to be with the system. We have the online systems such as e-marketing, e-pass, e-banking, E-communications and even e-…

Via David W. Deeds, Peter Mellow
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David W. Deeds's curator insight, April 25, 9:35 PM

Everybody else is doing it, why not you? 

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Video Games Are Better Without Stories

Video Games Are Better Without Stories | Games, gaming and gamification in Higher Education | Scoop.it
Film, television, and literature all tell them better. So why are games still obsessed with narrative?
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StoriumEdu: turning writing into a game

StoriumEdu: turning writing into a game | Games, gaming and gamification in Higher Education | Scoop.it
StoriumEdu is a web-based online learning system that turns creative writing into a multiplayer game. Using mechanics inspired by card games, roleplaying games, video games, and interactive fiction, StoriumEdu helps students unlock their creativity, overcome the dreaded “writer’s block,” build stories with clear structure and compelling characters, and have fun along the way.
Kim Flintoff's insight:
StoriumEdu is a web-based online learning system that turns creative writing into a multiplayer game.
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'Fed up with fantasies for male teenagers': fixing the depiction of women in games

'Fed up with fantasies for male teenagers': fixing the depiction of women in games | Games, gaming and gamification in Higher Education | Scoop.it
Developers and video artists are beginning to break down cliche and sexist gender stereotypes to explore new ideas and storylines
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Building Peace in South Sudan through Video Games

Building Peace in South Sudan through Video Games | Games, gaming and gamification in Higher Education | Scoop.it

Children are born into war with no path for a peaceful future.
 
We build games that educate and change the attitude and mindset of children and youth in order to prepare them for a peaceful future. South Sudan is a country where two generations have grown up during civil war, with more than 70% of the country under the age of 30, and the average age of 18-years-old. Children need games to play, not wars to slay, and people lack an understanding of emotional prerequisites for peacebuilding because of systemic violence and decades of war. 
Kim Flintoff's insight:
"...games that educate and change the attitude and mindset of children and youth in order to prepare them for a peaceful future."
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Video: Microcredentials and the Evolution of Badges to Recognize Learning

Video: Microcredentials and the Evolution of Badges to Recognize Learning | Games, gaming and gamification in Higher Education | Scoop.it
Phillip Long discusses badges and certifications from past to future and how they fit into the higher education technology environment.
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Simcoach Games creates training games that can lead to new careers

Simcoach Games creates training games that can lead to new careers | Games, gaming and gamification in Higher Education | Scoop.it
Simcoach’s games such as Booeys teach players how to get into a tech career or show them how to do construction jobs. Sometimes, players conclude that’s not what they want to do. And to Trybus, that’s a good thing, as it prequalifies people to be job candidates at the companies which sponsor the games.

The simple mobile games have paid the bills, and Simcoach Games employs 20 people. And it gives new meaning to the once-fashionable word, “gamification,” or using game mechanics in non-game applications to engage people through fun. I interviewed Trybus and Myers about these subjects.

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How to break down barriers with social learning | The Reservoir

How to break down barriers with social learning | The Reservoir | Games, gaming and gamification in Higher Education | Scoop.it
The role of serious gaming in tackling water governance challenges – Guest post by Wietske Medema & Steven Jean, McGill University, Canada
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See what Curtin has to offer in Eco Challenge Australia http://ecochallengeaustralia.com.au

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Serious Game For Underground Coal Mine Emergency Preparedness

Serious Game For Underground Coal Mine Emergency Preparedness | Games, gaming and gamification in Higher Education | Scoop.it
The University of Arizona (UA) has officially licensed to startup Desert Saber LLC a new “Serious Game” for coal mine safety training titled Harry’s Hard Choices.  

The game was developed at UA Lowell Institute for Mineral Resources (IMR), a research institute that addresses challenges critically important to modern mining. More than 200 university researchers collaborate across 27 disciplines on pioneering projects to advance sustainable development of mineral resources. This institute partners with industry experts around the globe and has educated professionals in 27 countries to improve management across the entire mining cycle.

With the expansion and diversification of the mining industry workforce, trainers have identified a growing need for new and more versatile training materials.
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Gamification: How to Use Game-Based Learning in the Classroom | Education Review

Gamification: How to Use Game-Based Learning in the Classroom | Education Review | Games, gaming and gamification in Higher Education | Scoop.it
Video game developers have become very effective over the years at getting players addicted to their products, much like gambling gets its hooks into people. But while gambling and games get you hooked into potentially harmful habits, the ways by which they entice people to become addicted have the possibility to be extremely helpful in a positive and productive way when used in the right setting and with the right purpose. In the following article, we’ll explore how games are able to be so addictive, how gamifying learning can be effective for teaching, and how you can use reward based systems in the classroom.
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APPLIO Aspires To Change The Way Organizations Utilize Serious Games

APPLIO Aspires To Change The Way Organizations Utilize Serious Games | Games, gaming and gamification in Higher Education | Scoop.it
Founded in 2007, Applio Limited is on a mission to change the way organizations utilize Game Based Learning and is working in a number of industries to create a library of games.

According to the company’s website, they have developed a unique platform that allows Serious Games to be built in hours rather than weeks, and be easily changed and updated.

Applio is an innovative Digital Games Based Platform expected to deliver major improvements in Employee Engagement, Learning & Development and Organizational Change.
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World to Explore - Tyto Online

World to Explore - Tyto Online | Games, gaming and gamification in Higher Education | Scoop.it

WORLD TO EXPLORE
As a citizen of Espeth, you won’t simply be learning about science. You’ll also have time to explore the city you now call home. We have features such as the Mai Art Museum, where you can explore a rich history of Earth’s art, and even purchase some reproductions for your apartment.
Also participate in time-honored Espethian traditions, such as visiting the Nandri tree. The Nandri tree is a giant tree that grows in the Student district. Over the years, Espethians have come to the Nandri tree to think about the things that they’re thankful for in life.
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How understanding the prisoner's dilemma can help bridge liberal and conservative differences

How understanding the prisoner's dilemma can help bridge liberal and conservative differences | Games, gaming and gamification in Higher Education | Scoop.it
In my social psychology class, I pose an extra credit question where students choose between having two points or six points added onto their final term paper grade, with the stipulation that if more than 10% of the class chooses six points, no one gets any points.

This exercise is a classroom demonstration of the commons dilemma, and similar to the prisoner’s dilemma. Essentially, people are forced to choose between what would maximize their personal outcomes (more points) and what would be best for the group as a whole (fewer points).

It’s worth noting that this exercise was developed 25 years ago. I first learned it from my college psychology professor Steve Drigotas over a decade ago. I have been using it since 2008.

But recently, after a student of mine tweeted the dilemma of the extra credit question, it went viral in a way that I had never expected. So why is it only now starting to resonate with so many people worldwide? And why are people connecting this exercise to concerns about greed or selfishness?
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A bit of game theory goes a long way....
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Video Games Help Model Brain’s Neurons

Video Games Help Model Brain’s Neurons | Games, gaming and gamification in Higher Education | Scoop.it
A video game is being used to help understand the structure of neurons, which could aid in treatment of diseases like Alzheimer’s or Parkinson’s.
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Hullabalu releases Lightwell, a platform for creating interactive storytelling apps

Hullabalu releases Lightwell, a platform for creating interactive storytelling apps | Games, gaming and gamification in Higher Education | Scoop.it

Interactive storytelling startup Hullabalu has spent the last several years producing a series of apps for kids based around a group of characters it has developed. But after making multiple apps of its own, the company has decided to open up its creative tools to other interactive storytellers. With a new platform called Lightwell, 


Hullabalu has productized its app creation engine to allow other brands, media companies and creative agencies a simple way to bring their interactive stories to life. It also opens up a new potential revenue stream for the company, which had previously just made money off the sale of its own interactive kids apps.

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