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.
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.
ALA Annual is almost here. I’m happy to report that I will be presenting on a panel titled What you need to know about gamifying your library with a lot of talented people. I will also be co-moderating a session on digital badges called Achievement unlocked: Motivating and assessing user learning with digital badges with Nicole Pagowsky and Young Lee. As a big fan of playing video games and having fun, I’m really happy to see so much interest in the idea of game-based learning in the library world, and also in the world of education.
Step aside Olympians – the new sporting pursuit of choice may soon be professional gaming. Electronic sports (or esports) are now mainstream, drawing more than a million viewers in large tournaments and…
Quest2Teach (handout) is a series of game-infused 3D virtual learning curricula designed for teacher education that is unified by a social-professional network. These immersive experiences provide authentic and individualized practice for future teachers that bridges theory and practice. Quest2Teach is the first of its kind in teacher education and was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media.
Video games can help students learn concepts that seem universally difficult to teach. "We need to equate lifelong learning with lifelong playing the same way we equate lifelong learning with lifelong reading. We have to do this ourselves to understand how our students might do the same for themselves."
Now available on Google Play!! Coming Soon to Apple's App Store. An interactive Contracts review game with 200 unique practice questions in a fun, tropical setting for mobile devices. Will you rule the beach?
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.
Gamification in LMS…. Sounds like a perfect solution!!! Hold on to that thought. Let us first understand both LMS and Gamification concepts independently before we start correlating if and how implementation of Gamification would encourage usage of an LMS and how this can result in better performance of users or expected outcomes.
Known as an established game designer and design educator, Katie Salen is a go-to expert in the field of games and learning. Salen was the original lead designer of Gamestar Mechanic, a popular game making tool for youth which focuses primarily on game design, and she serves as Executive Director of the Institute of Play, a non-profit design studio dedicated to promoting game design and game-like learning.
ChangeGamer promotes the use of computer games to study themes such as energy, climate change, natural disasters, the environment, economics, politics, history and science. The main function of ChangeGamer is to find high-quality games, and to create student activities for each of those games. The vast majority of games are free, browser-based, and playable on a number of different platforms (e.g. PC, Mac, Chromebook, etc.). All of the posted activities are free and have been tested in middle and high school classrooms (Gr.7-12). We have created answer keys for a number of the student activities where applicable - if you are a teacher and require any of these email us through the contact page using your school email address.
Can playing and designing video games really be considered "literacies"? How have video games, as a form of digital literacy, opened up a new world of possibilities for engagement, problem solving & critical thinking for young learners?
Karen Miller's insight:
Webinar being held on Thursday 11th (but in the early hours for Australians)
Rising environment concern extends to renewables policy: poll.
Support for maintaining the Renewable Energy Target has climbed from 77 per cent to 82 per over the past 12 months, with awareness of the scheme up from 44 to 59 per cent, The Australian Financial Review reports.