Curtin University is proud to announce that it is the Australian organiser for participation in the 2014 UNEP-DHI Eco Challenge 2.0.
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 2.0 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.
“Analytics in serious games are essential to the success of the project. There are many different methods that may fit your specific needs, and you must align the analytics to the goals and learning outcomes. By making a point of collecting data and tracking user progress and other key points throughout the game, you should then be able to determine what is working and what isn’t. With this understanding you can determine how well your serious game is reaching the desired learning objective.”
The Whitman School of Management at Syracuse University has launched a new program this fall, called the Goodman Impress program, that lets students earn points for taking part in career-building extracurricular activities.
Tools to Help You Integrate Gamification in Your Students Learning ~ Educational Technology and Mobile Learning on Teach and tech curated by Luísa Lima (Tools to Help You Integrate Gamification in Your Students Learning ~ Educational Technology and...
Can video games really help students prepare better for the real world, encourage active learning, and improve student engagement in the classroom? Speakers in this webinar include
Liz Kline - Product Manager at GlassLab GamesMichael John ("MJ") - Game Director at GlassLab GamesTim Young - Works on Pursuitery.com's Camp Minecraft program, and has previously run a Minecraft summer camp at LA MakerspaceRandall Fujimoto - Executive Director / Game-Based Learning Designer at GameTrain Learning
Despite the importance of cooperation between education and the working life, there are substantial difficulties on the road. Gamification refers to introducing game elements into another domain. While there is evidence on the usefulness gamification in education, its potential in bridging education and working life is still untapped.
Our contribution is in investigating the possibility of facilitating knowledge sharing through a gamified platform. The case study describes the development and execution of a game-based platform for working-life cooperation, acting as a knowledge-sharing platform between schools, students, and participating entrepreneurs. In the case study, the hurdles identified in previous research were successfully overcome. Entrepreneurs evaluated the results of the game positively, expressed high motivation, and felt the produced knowledge was useful. Results suggest the potential of a gamified learning environment in increasing engagement, motivation and participation in a problem solving community of students and entrepreneurs. The nature of a game supports a shift towards learning in working life, the interviewees argue.
Gamification in the virtual classroom is still in its infancy. Currently, virtual classroom instructors often use workarounds to apply gamification techniques since many virtual classroom software packages don’t have game or gamification elements.
This is the year massive open online courses (MOOCs) come of age, says Daphne Koller, cofounder and president of Coursera. And the way her company's helping that happen is offering up learning on-demand.
Videogames have emerged as an important new medium, shaping how we play, interact, and learn. Games push the boundaries of consumer-grade simulation, interactive narrative, the design of virtual communities, and the formation of a global media culture. Games make it possible to lead virtual civilizations, be an international fiancier, or even explore an electric field from the perspective of a charged particle. My research interest is in how such gaming technologies can be used to support learning in educational settings. This work has three overlapping components: (1) Researching learning through participation in game-based learning environments, (2) The analysis of games and game cultures in naturally occurring contexts, and (3) The design of original game-based media for learning.
In 2012, MTV explored a new approach to voter engagement through “Fantasy Election.” The game had players draft candidates in the congressional and presidential elections onto personal teams in order to compete for points and prizes, which were distributed based not only on the candidates’ actions but also when players themselves took action to become better informed and involved during the campaign. In the end, Fantasy Election drew over 10,000 active participants. This article scrutinizes the design and effect of the game by using data from MTV’s exit survey of Fantasy Election users to explore whether and how games can be used to encourage voter engagement. By considering the self-reported motivations of players, and a broader discussion of the role of play, competition and reward in fostering political and civic participation, we consider how gamification strategies have ambivalent effects on developing a more informed and cooperative civil society.
Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.
A new feature of aVideoCo.lab is a start-up accelerator that focuses on learning games. A partnership between Zynga.org and the NewSchools Venture Fund, co.lab “works with startups leveraging the power of digital games to build transformative educational technologies for PK-12 students and teachers.” Their third cohort was just announced. It includes seven start-ups “founded by [...]
Kim Flintoff's insight:
Future adaptive responses in all types of serious games will be rising to the role of Mentor..
One of the objectives of the project GREAT, was to develop a vision for the role of GBL in training and education and to transfer innovative methodologies to correspond with the digital preparation of the European citizens.
This paper documents the GREAT piloting phase i.e. concept and structure, along with the experiences and results, of an e-learning course that successfully utilised games to teach leadership, time and project management competencies, all within an e-Learning environment. The course was developed utilising GREAT learning resources and GBL research results.
Welcome to Curtin Challenge, where you can develop your skills, build your networks, and shape your future. Challenge is a fun and interactive way to learn, and is just one of the many ways Curtin University is transforming your University experience.
The Leadership Challenge and Careers Illuminate Challenge are the first in a range of options you can choose from. Participating in a challenge earns you points towards badges, allows you to level up to become a community mentor and expert, and contributes to the Curtin Extra Certificate. Upcoming challenges will include scenarios that immerse you in real world problem solving, and contribute to sustainable futures across the globe.
It’s all about serious games – and who knew serious could be so fun?!
"Gamification and Learning is one of those interesting, evolving, changing, over-hyped and challenging topics in our field," says Elliott Masie, Host and Curator of Learning 2014. The MASIE Center is organizing "The Gamification Game" to explore and examine the role of Gamification and Learning.
"The Gamification Game" (http://www.learning2014.com/index.php/item/the-gamification-game.html) will be a vendor-neutral look at these engagement and contest models -- with an eye to how they are applied to learning activities. Conference participants will use high tech, low tech and even a few games aimed at the introverts in the community to explore the role that Gaming can play in increasing engagement for some people on some tasks.