Games, gaming and gamification in Higher Education
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Getting Played: Gamification, Bullshit and the Rise of Algorithmic Surveillance

Getting Played: Gamification, Bullshit and the Rise of Algorithmic Surveillance | Games, gaming and gamification in Higher Education | Scoop.it

Gamification, the idea that game mechanics can be integrated into assumed “non-game” circumstances has gained ascendance
amongst champions of marketing, behavior change and efficiency. Ironically, some of the most heated critique of gamification
has come from the broader community of “traditional” videogame developers. Connecting broadly to projects surrounding “big
data” and algorithmic surveillance, the project of gamification continues to expand and intensify. This paper examines the
complex relationship between game designers and the rise of arguments in support of gamification. I analyze the various actors
and interests mobilizing arguments, deconstructing their underlying assumptions about the relationship between games and social
phenomena. Turning to an analytic framework rooted in the Assemblage of Play (Taylor 2009) and emergent coercive forms of
(played) control (Taylor 2006), the essay critiques assumptions on either side of the debate on the role of games and play. The
strained connections between debates on gamification and broader interest in serious games offers an important moment to
explore algorithmic surveillance.

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A challenging provocation that demands consideration by anyone working in the area.  Interesting piece challenging those of us working with gamification, learning analytics, MOOCs, etc...

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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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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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That Dragon, Cancer - Official Release Trailer

Official release trailer for "That Dragon, Cancer" coming January 12, 2016. Pre-order now at http://thatdragoncancer.com

An immersive adventure game that retells Joel Green’s 4­year fight against cancer through about two hours of poetic, imaginative gameplay.

Available on PC for Windows and Mac and on OUYA and Forge TV via the Cortex store.
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Official release trailer for "That Dragon, Cancer" coming January 12, 2016. Pre-order now at http://thatdragoncancer.com An immersive adventure game that retells Joel Green’s 4­year fight against cancer through about two hours of poetic, imaginative gameplay. Available on PC for Windows and Mac and on OUYA and Forge TV via the Cortex store.
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15 free games that will help you learn how to code

15 free games that will help you learn how to code | Games, gaming and gamification in Higher Education | Scoop.it
When I started learning to code, the options were limited—lots of books (not even e-books), some very basic online tutorials, and a whole lot of experimentation.

Online learning has come a long way in the last few years. There are interactive courses, tons of online tutorials, and one of my personal favorite ways to practice coding: games.

While a game alone probably isn’t going to teach you everything you need to know about coding, it can be a really incredible way to practice the skills you’re learning. It makes practice fun. And if you’re anything like me, you might suddenly realize you’ve spent the last four hours reinforcing your coding skills without even realizing it.

I’ve tried out some of the most entertaining and useful games for learning to code. Check out my favorites below.
Kim Flintoff's insight:
"When I started learning to code, the options were limited—lots of books (not even e-books), some very basic online tutorials, and a whole lot of experimentation. 

Online learning has come a long way in the last few years. There are interactive courses, tons of online tutorials, and one of my personal favorite ways to practice coding: games. 

While a game alone probably isn’t going to teach you everything you need to know about coding, it can be a really incredible way to practice the skills you’re learning. It makes practice fun. And if you’re anything like me, you might suddenly realize you’ve spent the last four hours reinforcing your coding skills without even realizing it. 

I’ve tried out some of the most entertaining and useful games for learning to code. Check out my favorites below."
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'World of Warcraft' Gamers Have This Advantage in the Workplace, Say Scientists

'World of Warcraft' Gamers Have This Advantage in the Workplace, Say Scientists | Games, gaming and gamification in Higher Education | Scoop.it
The data revealed consistent support for a preference for teamwork and technology readiness. They also showed a link between gamer identity strength and work performance, suggesting that those who display higher passion and engagement within the game might demonstrate those qualities at work as well.

This study was inspired, in part, by Weidner’s own experiences playing World of Warcraft. While he played with professional peers, he noticed that certain player qualities emerged that aligned with the qualities it takes to work well on a team in the workplace.
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Educational games, Maths games, videos - ABC Splash

Educational games, Maths games, videos - ABC Splash | Games, gaming and gamification in Higher Education | Scoop.it

The adventure starts here

200+ games for secondary students These school holidays tuck into some of the hundreds of games for secondary students available at Splash. All games are fun, free and curriculum-matched. Race cars, plan a fashion advertising campaign, zoom in to the molecular level, hone in on your neighbourhood to learn statistics about where you live, and much more.

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eConfidence | Confidence in behaviour changes through serious games 

eConfidence | Confidence in behaviour changes through serious games  | Games, gaming and gamification in Higher Education | Scoop.it
This report includes a study on psychological and educational effect of videogames, in relation with bullying and safe use of the internet, and a set of guidelines for interventions and games design, which are the base for the game scenarios.
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Girls Make Games — Girls Make Games Teams Up with PlayStation for...

Girls Make Games — Girls Make Games Teams Up with PlayStation for... | Games, gaming and gamification in Higher Education | Scoop.it
Girls Make Games Teams Up with PlayStation for Game Development Summer Camp


SAN MATEO, CA, March 7, 2017 - As part of its continued effort to increase gender diversity in the gaming industry, Girls Make Games (GMG) is joining forces with PlayStation to host its next game development summer camp for girls ages 11-14.
“Numerous reports have shed light on the growing number of female gamers, but less than 15 percent of the games industry workforce is women,” notes Laila Shabir, CEO and founder of Girls Make Games.

“This is not because girls or women are not interested in making games—GMG’s growth proves otherwise. We’re thrilled about working with PlayStation to encourage and empower more young women to learn about and pursue careers in technology and game development.”
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A Beautiful Visual on The Importance of Games in Learning

A Beautiful Visual on The Importance of Games in Learning | Games, gaming and gamification in Higher Education | Scoop.it
Free resource of educational web tools, 21st century skills, tips and tutorials on how teachers and students integrate technology into education
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Fabiana Garcia Marulanda's curator insight, March 26, 10:31 PM
Games have an important role in the 21st century schools because those promote a particular and divergent environment in where the students link their habilities on the field. Although, the learners need to have the capacity to find solutions during the game because otherwise they fail.
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Growing relevance of gamification

Growing relevance of gamification | Games, gaming and gamification in Higher Education | Scoop.it
Gamification is by no means a new concept. Only, now there are systems and technology to help in the implementation. Designers look at it as an effective tool in behavioural management — to get people to do more, more frequently and for longer periods of time willingly. It is to incentivise a particular behaviour, so to speak. Whether it is e-learning, a classroom or the playground, gamification techniques aim to promote interactivity, pique the learner’s interest, motivate and nurture the desire to achieve a set goal, while adhering to the rules of the game.
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David W. Deeds's curator insight, March 16, 10:28 PM

Good stuff! Thanks to Kim Flintoff.

Kylie Raven's curator insight, March 26, 11:40 PM

Any ideas, advice or helpful hints as a pre-service teacher are gratefully taken on board. If children are engaged then they will learn. If gamification is the how-to for behavior management in a classroom thenI want to know more about it.

Christophe BRIGNOT's curator insight, March 27, 3:57 AM
An interested way to teach the Y generation..
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Game therapy: serious video games can help children with cerebral palsy

Game therapy: serious video games can help children with cerebral palsy | Games, gaming and gamification in Higher Education | Scoop.it
Cerebral palsy (CP) is the most common childhood physical disability, affecting more than 34,000 Australians, and more than 17 million people worldwide.

The condition results when there is an injury to the developing brain that goes on to affect a child’s movement and posture, but can also include the senses (vision, hearing, touch) and cognition (thinking). On average, the incidence of CP means that a new case occurs every 500 live births, or approximately once every 18 hours. There is no cure for CP and it is a life-long condition.

Most children with CP require ongoing therapy and exercise to maintain or improve their function. Typical therapy programs target the legs, meaning the child can be independently mobile, and the hands and arms, so the child can be independent with activities of daily living, like dressing, feeding and manipulating objects.
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Chris Crawford on Storytelling and Siboot - Game Wisdom

Chris Crawford on Storytelling and Siboot - Game Wisdom | Games, gaming and gamification in Higher Education | Scoop.it


At the time of the recording, the Siboot Kickstarter was still going on and I asked Chris about his thoughts on crowdfunding and doing a Kickstarter (and now Patreon) campaign. For our final topic, I asked Chris to elaborate more on the design that he has in mind for Siboot and how the game will play into the launch of Dramagine which is the narrative engine behind it. 


As I said a few weeks ago, I caught a problem with the audio becoming corrupted and this is the cast where it is the worst; I pretty much sound like a robot and there wasn’t a way to fix the raw audio. Hopefully this will be the last cast that is affected but we will have to see as I edit future ones.

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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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A video game to cope with grief

A video game to cope with grief | Games, gaming and gamification in Higher Education | Scoop.it
When Amy Green's young son was diagnosed with a rare brain tumor, she made up a bedtime story for his siblings to teach them about cancer. What resulted was a video game, "That Dragon, Cancer," which takes players on a journey they can't win. In this beautiful talk about coping with loss, Green brings joy and play to tragedy. "We made a game that's hard to play," she says, "because the hardest moments of our lives change us more than any goal we could ever accomplish."
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That Dragon, Cancer | The Game

That Dragon, Cancer | The Game | Games, gaming and gamification in Higher Education | Scoop.it
With the Launch of #ThatDragonCancer, the videogame honoring of our son Joel and his battle with terminal childhood cancer, we decided to have pancakes for dinner. Joel loved pancakes, and loved stuffing his mouth as full as possible. We are so amazed at the outpouring of love on Tuesday.  Over 160 families celebrated with us, you can see a Storify of the event here.
Kim Flintoff's insight:
With the Launch of #ThatDragonCancer, the videogame honoring of our son Joel and his battle with terminal childhood cancer, we decided to have pancakes for dinner. Joel loved pancakes, and loved stuffing his mouth as full as possible. We are so amazed at the outpouring of love on Tuesday. Over 160 families celebrated with us, you can see a Storify of the event here.
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Game design patterns for building friendships

Game design patterns for building friendships | Games, gaming and gamification in Higher Education | Scoop.it
General Model
To build friendships, your game should facilitate four key factors. When these are present, friendships tend to form.
Proximity: Put players in serendipitous situations where they regularly encounter other players. Allow them to recognize one another across multiple play sessions.
Similarity: Create shared identities, values, contexts, and goals that ease alignment and connection.
Reciprocity: Enable exchanges (not necessarily material) that are bi-directional with benefits to both parties. With repetition, this builds relationships.
Disclosure: Further grow trust in the relationship through disclosing vulnerability, testing boundaries, etc.
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Digital Game Based Learning in Higher Ed Moves Beyond the Hype (EdSurge News)

Digital Game Based Learning in Higher Ed Moves Beyond the Hype (EdSurge News) | Games, gaming and gamification in Higher Education | Scoop.it

Students in Art Goldberg’s English composition classes at Miami-Dade College and Broward College have a different experience than their peers in most introductory college writing courses. They’re role-playing as junior staff writers in a fictional newsroom, creating content for an upcoming broadc
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When We Stop Playing, We All Lose - EdchatInteractive

When We Stop Playing, We All Lose - EdchatInteractive | Games, gaming and gamification in Higher Education | Scoop.it
This is a new type of event from Edchat Interactive that we are coordinating with Participate and Shindig.

When We Stop Playing, We All Lose is a micro-course that will be run over two weeks teaching the FLO pedagogy to provide practical ways for educators to create fun, challenging learning in the classroom. Over the long haul, we all classes work best when we are having Fun, when the activities are targeted to Learning goals, and when we are learning with Others.
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Using Games for Serious Learning in High School

Using Games for Serious Learning in High School | Games, gaming and gamification in Higher Education | Scoop.it
Logistics of Game-Based Learning
Because video game licenses can be expensive, consider using learning centers. For example, 1979 Revolution could be situated in a station rotation covering political revolutions. It could be used as a text, alongside the graphic novel Persepolis, the film Argo, and BrainPOP videos about the French Revolution. You could include the other games in different units in a similar way.

How do you envision using impactful games with your high school ELA students? Please share in the comments below.
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Why the CIA uses board games to train its officers

Why the CIA uses board games to train its officers | Games, gaming and gamification in Higher Education | Scoop.it
Dungeons and Dragons, Pokémon card games and role-playing games are more than entertainment -- they're inspiration for the CIA.
David Clopper, senior collection analyst with 16 years' experience at the CIA, also serves as a game maker for the agency. From card games to board games, Clopper creates games to train CIA staffers including intelligence officers and political analysts for real-world situations.
"Gaming is part of the human condition. Why not take advantage of that and incorporate into the way we learn?" Clopper said Sunday at a games-themed panel discussion at the South by Southwest Interactive technology festival. Clopper and other CIA officers discussed how the agency uses games to teach strategy, intelligence gathering and collaboration.
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Gamefroot | game creator social and mobile gaming

Gamefroot | game creator social and mobile gaming | Games, gaming and gamification in Higher Education | Scoop.it
Learn through making games!
There has never been an easier or more fun way to learn.
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Texas professor creates game to teach calculus | Inside Higher Ed

Texas professor creates game to teach calculus | Inside Higher Ed | Games, gaming and gamification in Higher Education | Scoop.it
Texas A&M professor creates video game to teach students introductory calculus, one of the most difficult academic subjects. 
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Game Prompts for Classroom Discussion of Fake News and Alt Facts

We will be discussing using games as prompts for classroom discussion of fake news and alt facts. We will be approaching this from an information and technology literacy lens.

If Games for Change and/ or Interactive Fiction is new to you. Check out the Metagame Book Club!
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An Interactive Approach To Learning: Gamification And Microlearning - eLearning Industry

An Interactive Approach To Learning: Gamification And Microlearning - eLearning Industry | Games, gaming and gamification in Higher Education | Scoop.it
Whether at home or work, we are multitasking more, have less time to spare, and our attention spans are shrinking. In fact, we now generally lose concentration after eight seconds – that’s a shorter attention span than a goldfish. In order to keep employees engaged, organizations must adapt to such changes and optimize their approaches to Learning and Development (L&D). Today’s learning programs are being influenced by the digital world to keep up with user demand for a consumer-like, design-rich experience to their learning – from videos to applications and games. Along with this, content is becoming shorter, more succinct and interactive, in an effort to keep employees engaged and invested in the learning experience. Two tactics that align with these changes and have gained traction in Learning and Development are gamification and microlearning; the first enables interactive and hands-on learning, and the second is focused on short bursts of content via videos or other interactive elements.
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