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Serious Games: Changing the World with Transmedia | International Documentary Association

Serious Games: Changing the World with Transmedia | International Documentary Association | Games, gaming and gamification in Higher Education | Scoop.it

The eighth annual Games for Change symposium, conducted in New York City, June 20-22 at New York University's Skirball Center, showcased the major players and initiatives of the emerging social impact gaming movement. An authentic and functional execution of media convergence, social impact gaming fuses gaming, online interactivity and social media to achieve positive real world outcomes; so naturally, Games for Change included a keynote address from former US Vice President Al Gore. Asi Burak, creator of the groundbreaking game Peacemaker and co-president of Games for Change with Michelle Byrd, maintains,  "Featuring Vice President Al Gore as the festival's keynote set the tone that games are mainstream and that games for social change and learning make all the sense in the world." Gore clearly concurred, observing that "People need play, and the potential of gaming combined with social interchange media is huge. The question is, Can games change unsatisfying reality?"

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HC's curator insight, July 27, 2014 9:41 PM

A creative and powerful simulation. Katie Mckenna incorporates documentary footage with gaming elements to tell a powerful story of the struggles, passion and determination of survivors, jorunalists and aid workers of the Haiti earthquake in 2010.

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 Australian organiser for participation in the  UNEP-DHI Eco Challenge 2015.

 

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 2015 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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Game Design Canvas | Richard Carey Digital Media

Game Design Canvas | Richard Carey Digital Media | Games, gaming and gamification in Higher Education | Scoop.it
Lean, agile, iterative… we’re all trying to work smarter and faster.

Designers of games for learning and change are under the same hurry-up pressure, but with games inherently complex and arguably more so with an underlying intention to impact players, accelerating the pace of game design is tough.

That’s why we developed the Game Design Canvas — a tool for lean, agile game design that renders the essence of your concept on a single page, to make testing, validating and communicating the concept faster and easier.
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HC's curator insight, Today, 1:35 AM

The Game Design Canvas seems like a great storyboarding/planning tool to capture 'the essence' of your (game) concept on a single page

 

Rescooped by Kim Flintoff from Creating a school curriculum for certification and professional development in video game design.
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7 Deadly sins of making serious / educational games - Gamified UK Blog

7 Deadly sins of making serious / educational games - Gamified UK Blog | Games, gaming and gamification in Higher Education | Scoop.it
Serious / Educational games are a tricky thing to make but can be very powerful Here are 7 things to avoid!

Via davidconover
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davidconover's curator insight, July 23, 8:16 AM

This is a good list to consider. I will put this in front of my Serious Educational Game Design students and get their feedback.

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The serious science (and business) of gaming - BBC News

The serious science (and business) of gaming - BBC News | Games, gaming and gamification in Higher Education | Scoop.it
Why? Well they have come to see the results of a project which seeks to prove that games industry skills can solve a problem which is puzzling scientists in many fields - how to handle big data. The Wellcome Trust, which somewhat to my surprise has been working with the games industry for some years, has decided that virtual reality might offer an answer.

So it has teamed up with Epic Games to launch the VR Big Data challenge, a contest where developers have to come up with innovative ways to visualise huge datasets. The finalists are gathered in the Metropole Hotel, showing off their projects to the research scientists who might use them.

The game developers can choose from three datasets - the University of Bristol's ALSPAC study of children born in the early 1990s, the Sanger Institute's genome browser, and the historical Casebooks Project which examines 80,000 medical records from the 16th and 17th Centuries.
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MinecraftEdu Takes Hold in Schools

MinecraftEdu Takes Hold in Schools | Games, gaming and gamification in Higher Education | Scoop.it

Minecraft’s education options are as vast as the game itself. Don’t worry if you feel limited by time or your own imagination. Thousands of others are imaging worlds, too—and are willing to share.


Via Nik Peachey
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Chris Carter's curator insight, July 9, 8:17 PM

We just ran a two-week J Term on coding using MineCraft and the kids loved it.

Linda Alexander's curator insight, July 10, 10:11 AM

Interesting article on how it's being used in schools...

 

“Minecraft can help students visualize concepts, work on communication and collaboration skills, foster positive online behavior, [and] differentiate for students who need more than just words in a textbook” 

Carlos Rodrigues Cadre's curator insight, July 10, 11:13 AM

adicionar sua visão ...

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Tapping into kids' passion for Minecraft in the classroom

Tapping into kids' passion for Minecraft in the classroom | Games, gaming and gamification in Higher Education | Scoop.it
Minecraft is not just the world's most successful PC game – teachers are now using it in the classroom to get kids excited about learning.
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Can Serious Games bring playgrounds back to life? - ONSG

Can Serious Games bring playgrounds back to life? - ONSG | Games, gaming and gamification in Higher Education | Scoop.it
Video games have increasingly replaced playgrounds. But are they the real enemy or are they their future? Serious Games are revolutioning the way we play!

Via callooh
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callooh's curator insight, June 30, 7:22 PM

The intersection of serious games and playground games

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The Role Video-Game Designers Never Thought They'd Have to Play

The Role Video-Game Designers Never Thought They'd Have to Play | Games, gaming and gamification in Higher Education | Scoop.it
Students today often struggle to succeed in traditional schooling. Can games like Mario Kart and World of Warcraft enhance learning in America's classrooms?
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A Problem-Solving Game For Teachers and Administrators

A Problem-Solving Game For Teachers and Administrators | Games, gaming and gamification in Higher Education | Scoop.it
A simple game can bring educators together to talk about pain points and observations, and ultimately, find a solution.
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Using Video Games To Reconnect With A Lost Generation Of Male Learners - TeachThought

Using Video Games To Reconnect With A Lost Generation Of Male Learners - TeachThought | Games, gaming and gamification in Higher Education | Scoop.it
Video games continue to suffer from a juvenile connotation, but as Ali Carr Chellman explains, by looking at how video games engage the brain, we just might be able to re-connect with a lost generation of male learners.

Particularly interesting is her idea that video games are not a cause of academic turbulence, but an effect.

Many educators have already made up their mind about the role of video games in the classroom based on how they perceive video games themselves–i.e., violent, time-wasting, a distraction, etc. But viewing video games as a symbol of a fundamental disconnect between academia and male learners is something to think more about.

Via John Evans
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Kim Flintoff's comment, June 11, 1:53 AM
Thanks Pete - it blends into the video quite well.. I like the Rob Zombie version of the trailer: https://youtu.be/noadTYzXY6o
Kim Flintoff's comment, June 11, 1:59 AM
And the Parkour version is gripping: https://youtu.be/S8b1zWOgOKA
Scott Holcomb's curator insight, June 11, 4:26 PM

Did someone just say "video game?" :)

 

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Brown U Uses Minecraft To Train Robots -- Campus Technology

Brown U Uses Minecraft To Train Robots -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
The researchers discovered that they could use the videogame Minecraft, a virtual world made up of three-dimensional blocks where players can gather resources and build or destroy structures to accomplish goals, to test the algorithm. The researchers created a tiny space in Minecraft and a character controlled by the algorithm, and then let the algorithm complete a task in the game through the process of trial and error. Once the algorithm had discovered the priors, the researchers placed it in a novel Minecraft space. "Indeed, the researchers showed that, armed with priors, their Minecraft agents could solve problems in unfamiliar domains much faster than agents powered by standard planning algorithms," stated a news release from the university.
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Why Are We Biased Against Games for Learning? | Doug Levin | EdTech Strategies

Why Are We Biased Against Games for Learning? | Doug Levin | EdTech Strategies | Games, gaming and gamification in Higher Education | Scoop.it
The topic of games for learning is garnering more widespread attention than it ever has, thanks in no small part to high-profile evangelism from folks as prominent as those at the White House and U.S. Department of Education on the one hand and USA Today’s national K-12 education reporter Greg Toppo (who recently wrote The Game Believes in You: How Digital Play Can Make Our Kids Smarter) on the other. I’m not a Johnny-come-lately to this conversation or community and, yes, I’m a gamer (who both plays with and learns from other educators while gaming). There is significant learning happening in games, important instructional design implications to draw from game design, and very real potential here for broader impact.
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As Jeopardy! Robot Watson Grows Up, How Afraid of It Should We Be? ~ New York Magazine : by Benjamin Wallace-Wells

As Jeopardy! Robot Watson Grows Up, How Afraid of It Should We Be? ~ New York Magazine : by Benjamin Wallace-Wells | Games, gaming and gamification in Higher Education | Scoop.it

"Watson has now been trained in molecular biology and finance, written a cookbook, been put to work in oil exploration. It is learning to help solve crimes. This fall, Wired aired predictions that Watson would soon be the world’s most perfect medical diagnostician. It has folded so seamlessly into the world that, according to IBM, the Watson program has been applied in 75 industries in 17 countries, and tens of thousands of people are using its applications in their own work. In these experiences, Watson has functioned as an early probe into the relationship between humans and intelligent machines — what we need from them, what gaps they fill, what fears they generate.

 

"The honest way into philosophy is by accident, through the disorienting flash of a new experience. Watson’s creators, many of whom have worked on the project since its inception, talk about their machine ­differently than Tegmark does. They see a chronology of experiences, of developing skills and propulsive failures, as if the machine had its own biography. Some of them describe their experience with Watson in more personal terms, as if they were the parent and the machine the child. Last October, IBM moved the project into a new home, a foreboding office tower that inscribes shadows over Astor Place, which has given Watson a neat, humanlike path through time: Its early years spent in a family atmosphere in the suburbs; then an educational course to prepare it to support itself in a more complicated world; then, to make money, a move to the East Village and a search for employment. It has also meant that it is possible to leave your office, as I did one recent afternoon, walk across lower Manhattan, take an elevator upstairs, situate yourself before a stadium of screens, notice what looks like a small stack of hard drives in the corner, contemplate the human place in the scheme of things, and hear a placid computerized voice say, “Hello, Watson here. What are we working on today?”


Via Jim Lerman
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DiGRA2015 - KEYNOTE - Karen Palmer - Is Hacking the Brain the Future of Gaming? in DiGRA2015 on Vimeo

DiGRA2015 - May 16th - KEYNOTE
Karen Palmer "Is Hacking the Brain the Future of Gaming?"

Karen Palmer’s work has received international exposure and critical acclaim, including screenings at the ICA and Bafta. She recently exhibited at the V&A as part of the Digital Design Weekend (September 2014). She was also invited to be a speaker at the International WOW Talks series at Regent Street Apple Store as part of V&A events in conjunction with the London Design Festival.

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The 2014-2019 Global Edugame Market, Ambient Insight, LLC

The 2014-2019 Global Edugame Market, Ambient Insight, LLC | Games, gaming and gamification in Higher Education | Scoop.it

Executive Overview Worldwide revenues for Game -based Learning products and services reached $1.8 billion in 2014. The global five-year compound annual growth rate (CAGR) is 21.9% and revenues will more than double to $4.9 billion by 2019.


The terms Game-based Learning and edugameare used interchangeably in this whitepaper.

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Introduction to Personalized Learning Games - Personalized Learning Games

Introduction to Personalized Learning Games - Personalized Learning Games | Games, gaming and gamification in Higher Education | Scoop.it

At Personalized Learning Games, our solution is game-based learning that teaches social and emotional skills. Each of our four games was developed with grants from the Department of Education, and collectively they are applicable to 25 million students in grades K through 5.


Via Jim Lerman
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The 2014 - 2019 Global Market for Game-based Learning

The 2014 - 2019 Global Market for Game-based Learning | Games, gaming and gamification in Higher Education | Scoop.it

Ambient Insight CEO Tyson Greer gave two presentations at the Serious Play Conference in Los Angeles on July 22 and July 23. The first session was on the 2013-2018 Worldwide Game-based Learning Market and the second session was on recent innovations in Mobile Edugames. Both presentations are now available for free in the Event Section of the Ambient Insight Resource Library.

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MOBA games continue to take over as 'Smite' arrives on Xbox

MOBA games continue to take over as 'Smite' arrives on Xbox | Games, gaming and gamification in Higher Education | Scoop.it

The reinvention of gaming as a spectator sport has become a phenomenon, and game-makers want to make it mainstream.

Kim Flintoff's insight:

Could serious games (games for learning) find ways to operate at this level of scale and engagement?

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Microsoft launches site for teachers taking Minecraft into the classroom

Microsoft launches site for teachers taking Minecraft into the classroom | Games, gaming and gamification in Higher Education | Scoop.it
Minecraft in Education portal aims to get educators sharing tips on how Mojang’s popular game can be used to teach children
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The Lure of Games and the Power of Networks

The Lure of Games and the Power of Networks | Games, gaming and gamification in Higher Education | Scoop.it
Games are an integral part of transmedia storytelling, whether covert or user-created as discussed in the last chapter, or as an officially released aspect of the transmedia story. They may fill Jenkins’ principles of extractability with something to take home, immersion with a way to put oneself into the story and with performance as a way of engaging with or role playing in that transmedia world.

In the post-modern era, “narrative” has been applied to all aspects of life. “Narratives of the world are numberless,” declared French semiotician Roland Barthes. “…narrative is international, transhistorical, transcultural: it is simply there, like life itself.” Equally, games are coming to be perceived as everywhere, and as game theoretician Jan Simons, of the University of Amsterdam, described, “[Game theory] has found its way into research areas such as economics, political sciences, physical sciences, biology, psychology, law and the philosophy of ethics.” Everything is a story, and everything is a game, according to students of each mode of perceiving the world. These frequently debated points of view fit well with transmedia storytelling, which eagerly embraces both narrative and game as storytelling components.
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Why are games good for learning

Why are games good for learning | Games, gaming and gamification in Higher Education | Scoop.it

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callooh's curator insight, April 24, 2:26 PM

A good info graphic on the benefits of the potential  benefits of games when designed well.

Jerome Leleu's curator insight, April 27, 3:13 AM

ajouter votre aperçu ...

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Millions of People Around You Are Playing an Alternate Reality Game You Can't See

Millions of People Around You Are Playing an Alternate Reality Game You Can't See | Games, gaming and gamification in Higher Education | Scoop.it
Ingress is like a giant game of Risk or Capture the Flag, only the game board is the entire world. The goal is to capture as many "portals," or in-game waypoints and locations, and hold them for your team for as long as possible.

Except unlike other mobile games, Ingress players — known as agents — have to run around city streets, parks, alleys and backcountry destinations in order to win. The game is played by millions of people, and if you're in a major metropolitan area, chances are that Ingress players are all around you.
Kim Flintoff's insight:

Adapting these game strategies to learning activities could transform site-based learning, discovery and collaboration....

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How Arizona State University plans to make the world a better place with video games - Phoenix Business Journal

How Arizona State University plans to make the world a better place with video games - Phoenix Business Journal | Games, gaming and gamification in Higher Education | Scoop.it
ASU’s Center for Games and Impact was founded in 2011 on the Tempe campus to bring people together to tackle game-infused solutions to solve society’s biggest challenges, said Kathryn Dutchin, the center’s creative producer.
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How gaming is becoming a classroom tool

How gaming is becoming a classroom tool | Games, gaming and gamification in Higher Education | Scoop.it
At first glance the idea of bringing digital games into the classroom might seem like a recipe for some kind of disaster involving a never-ending Candy Crush tournament. However, academic research into digital games and learning content shows that the two can happily co-exist, to the benefit of students of all ages.
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Can Video Games Solve Public Health Problems? - US News

Can Video Games Solve Public Health Problems? - US News | Games, gaming and gamification in Higher Education | Scoop.it
Researchers are using video games and alternate universes to target issues ranging from cancer to teen pregnancy.
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Carolyn Scott’s Storybox Adventure Launched, Engaging Young People In Global Problem Solving | SERIOUS GAMES MARKET

Carolyn Scott’s Storybox Adventure Launched, Engaging Young People In Global Problem Solving | SERIOUS GAMES MARKET | Games, gaming and gamification in Higher Education | Scoop.it

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callooh's curator insight, April 27, 9:03 PM

A climate change education game that incorporates the SOLE method (Self-organized learning environment) and uses social learning to engage learners in climate change.