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Gamification Absolved?

Gamification Absolved? | Games, gaming and gamification in Higher Education | Scoop.it

The study by Mekler and colleagues doesn’t disprove the undermining potential of gamification: It shows that simplistic debates whether gamification “does” or “doesn’t work” are obsolete – as are mere effect studies. From this point on, without proper theories and mediation studies testing them, gamification research won’t learn anything new or important.

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To make progress in our understanding of gamification, we need to step up our game. Why we see effects, what psychological processes explain how elements affect motivation and behaviour, under what conditions they occur, what specific elements (and element variations and combinations) produce what effects, and again why: that is nothing simple effect studies can tell us. We need to build on theories (like SDT) modelling what mediates between environmental event and behaviour, so that we don’t blindly replicate known findings, identify interesting hypotheses to test, and incorporate new findings into a systematic body of knowledge. We need to start running mediation studies and analyses that operationalise and measure independent, dependent, and mediating variables to see whether the hypothesised mediators do explain how, when, and why element X produces behaviour Y. We need to become more granular and look at isolated design elements, element variations, and element combinations, as well as specific conditions and moderators. We need to agree on operationalisations for the core constructs that interest us – independent design element X, mediating motive Y, dependent behavioural/self-report outcome Z. Otherwise, our studies won’t be able to add up.

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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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Pearson Partners with mLevel To Gamify Business Ed -- Campus Technology

Pearson Partners with mLevel To Gamify Business Ed -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
Pearson has partnered with mLevel , a company that produces interactive, game-based business education experiences designed to increase student engagement, to gamify the former's Introduction to Business course content.

Available via most smarthphones, tablets and computers, mLevel's game-based learning technology features leaderboards, social learning and badges in an effort to keep students motivated as they learn.

"As students enter the classroom, it is important to introduce material that they can relate to," said Caroline G. Yarbrough, assistant professor in the Business & Technology Division of Delgado Community College, in a prepared statement. "They are eager to engage using their mobile device and that's what makes the use of technology such a great asset for my course. Using interactive gamification technology motivated my students to come to class and challenged their participation with each other, which was great."
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The Unreal Engine now lets you build games inside virtual reality

The Unreal Engine now lets you build games inside virtual reality | Games, gaming and gamification in Higher Education | Scoop.it

Epic's Unreal Engine has supported making virtual reality games for some time. Now, it supports making games in virtual reality too.

Today, Epic announced an upcoming VR component to its popular Unreal Editor, letting game developers, animators, and other users create and explore their environments through an Oculus Rift or HTC Vive. Unreal is already used for some of the best-known virtual reality games, including EVE: Valkyrie and space exploration game Adrift. But so far, these games have been made using tools that all existed before modern VR.

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Peace Through Gaming: The CEDARIA Project - RATIONAL GAMES, INC.

Peace Through Gaming: The CEDARIA Project - RATIONAL GAMES, INC. | Games, gaming and gamification in Higher Education | Scoop.it

As some of you know, Rational Games, Inc. is not only a negotiation training and consulting company, but a social business as well. Every year, we make small grants to support innovative projects that make creative use of games and play to resolve conflict. I want to tell the story of one of those on this month’s blog.

One of our longstanding strategic partners, Search for Common Ground, approached us several years ago with the idea of creating a video game to support peacebuilding efforts: for teenagers in Lebanon! Since Hezbollah is reportedly using video gaming to promote their agenda amongst children and youth, why not turn the tables and employ this powerful medium to teach kids young people the value of peace?   And so, in cooperation with several other much larger funders, CEDARIA was born.

Unfortunately, most people still associate video games with violence. Battles, guns, wars, and mayhem, with the hero/player charged with killing aliens, creatures, monsters and other evil opponents.   More than half a billion people worldwide play video games at least an hour a day, so this sort of thing seems to speak to a deep human need. In Lebanon, says SFCG, 96% of youth play video games, most of them violent.

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iThrive » Games4Health

iThrive » Games4Health | Games, gaming and gamification in Higher Education | Scoop.it
For it’s second year, iThrive is partnering with Games4Health to invite gaming and health teams from across the globe to develop games that strengthen adolescent well-being through digital game applications of empathy.

The contest is open to developers worldwide, with no entry fee. Each team must contain at least one student; games must be digital and available to play on the web, and in English.

During the competition, iThrive experts will provide guidance to competing teams on empathy, and how its elements may be applied to transformational games for adolescents. iThrive and the Sorenson Center are assembling a team of well-known game developers and youth development experts to judge the contest.

Winners and finalists of the iThrive Empathy Challenge will qualify for additional mentoring and support throughout the spring and summer to prepare them for potential display in iThrive’s “Psyched Up” Arcade, which will have a presence at multiple respected gaming conferences. This support will include mentoring from experts in psychology and game development, ongoing diverse playtesting, promotional support by iThrive partners, and coaching for entrepreneurs who wish to commercially release their products as tools that build positive emotional capacity in adolescents.

The iThrive Initiative, in partnership with PegBoard, is pleased to offer developers free access to PegBoard tools with which to strengthen their empathy games. Please see our contest materials for more information and visit https://pegboard.io/

Submissions for the iThrive Empathy Challenge are due March 11th 2016, and winners will be announced March 31, 2016.

Click here to register! https://g4h.business.utah.edu
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Film Victoria Is Trying To Get More Women Into Games

Film Victoria Is Trying To Get More Women Into Games | Games, gaming and gamification in Higher Education | Scoop.it
In June 2013 the Australian Bureau of Statistics released some alarming numbers. Of the 581 people officially employed in the Australian games industry, only 8.7% were women.

Now Film Victoria is creating a fellowship in an attempt to help reverse that gender imbalance.

It’s called the Women in Games fellowship and it offers up to $25,000 as a grant.
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Research: Game-Based Learning Can Help Nontraditional Student -- Campus Technology

Research: Game-Based Learning Can Help Nontraditional Student -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it

In a report on its findings, "The Potential for Game-Based Learning to Improve Outcomes for Nontraditional Students," funded by a $260,500 grant from the Bill & Melinda Gates Foundation, the company identified multiple activities game elements can deliver to help these students "succeed in their academic journey":

- By engaging them in ways to help them understand their learning styles and strengths and make better decisions as they choose programs and courses;

- To give them practice strategies and help them develop learning skills, such as how to approach assignments and manage their time;

- To give them "positive safe assessment" that's nonjudgmental; and

- To help them develop a growth mindset and prove their own learning potential through "leveling up" in game-based challenges.

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Using Gaming Principles to Engage Students

Using Gaming Principles to Engage Students | Games, gaming and gamification in Higher Education | Scoop.it

Gamification is not about punishments and rewards, which are external factors that will undoubtably lead to extrinsic motivation. It’s about occupying that safe space in which failure and success are necessary and natural parts of the journey, and learning to take neither one so personally.


Via Nik Peachey
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Sohaib Anwer's curator insight, January 20, 11:36 AM

The Best

Ana Paula Farago's curator insight, January 25, 10:26 AM

Dicas interessantes.

María Alejandra Gómez Oviedo's curator insight, January 28, 11:40 PM

As each tool we should experiment within the classroom, it is possible to find pros and cons froms its results. This is hat is happening, exactly, with Gamification case. Although some people do not consider Gamification as the mainstream of education, some others argue this new wave of learning through games will be useful if teachers know how to manage it and use this kind of tools in a right approach.

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Branch {A conversation game]

Branch {A conversation game] | Games, gaming and gamification in Higher Education | Scoop.it

In making this game for you we have had some interesting conversations and encounters on the streets of Sao Paulo. One person was embarrassed to shake hands because their hand was dirty - should this really be a problem, aren’t all our hands dirty? We found that the people on the streets who were the most open to talking to us were the people we speak with the least - the people who live on the street itself. And we found that we had some of the most amazing conexions with people we don’t speak the same language as us.

So here is Branch, our game for you. 

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ARIS GAMES - YouTube

ARIS GAMES - YouTube | Games, gaming and gamification in Higher Education | Scoop.it

A playlist of videos relating to the ARIS application for game creation.

 

See http://arisgames.org for more information.

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GameUP by BrainPOP - Animated Educational Site for Kids - Science, Social Studies, English, Math, Arts & Music, Health, and Technology

GameUP by BrainPOP - Animated Educational Site for Kids - Science, Social Studies, English, Math, Arts & Music, Health, and Technology | Games, gaming and gamification in Higher Education | Scoop.it
BrainPOP’s curated collection of cross-curricular, online learning games from leading publishers, plus teaching tips for easy integration.
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The Pedagogies in Game Based Learning

The Pedagogies in Game Based Learning | Games, gaming and gamification in Higher Education | Scoop.it

AvatarGenerations' Editor built a Serious Game using a platform called ThinkingWorlds to showcase the pedagogies in games and to investigate how teacher attitudes and perceptions changed before and after playing the game.


Via David W. Deeds
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David W. Deeds's curator insight, December 27, 2015 4:42 PM

Interesting stuff! 

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Digital Badges Certify Competencies Gained through Student Clubs

Digital Badges Certify Competencies Gained through Student Clubs | Games, gaming and gamification in Higher Education | Scoop.it
Digital badges are an increasingly popular tool for showcasing a person's knowledge and experience. Making such badges part of students' experience with clubs while in college could help them highlight professional competencies when entering the job market.
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As Gamers Age, The Appeal of Competition Drops The Most. Strategy is The Most Age-Stable Motivation.

As Gamers Age, The Appeal of Competition Drops The Most. Strategy is The Most Age-Stable Motivation. | Games, gaming and gamification in Higher Education | Scoop.it

We then looked for the motivation that changed the least with age. In our model, Strategy is the enjoyment of gameplay that requires careful decision-making and planning. You might think that strategic gameplay appeals more to older gamers than young gamers, but we found that the appeal of Strategy is the most stable motivation overall.

The data also showed that there is a fairly consistent gender difference in Strategy, with men indicating a higher enjoyment of Strategy in gaming compared with women independent of age.

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CUNY Games Festival 3.0: New Voices and Practical Strategies in Game- based Learning for Higher Education

CUNY Games Festival 3.0: New Voices and Practical Strategies in Game-	based Learning for Higher Education | Games, gaming and gamification in Higher Education | Scoop.it

A couple of weeks ago I had the good fortune of attending the third annual CUNY Games Festival, which, in turn, had the misfortune of needing to cancel the second day’s activities because of the monstrous storm Jonas that buried New York City in nearly two feet of snow. The Games Festival is an outgrowth of the CUNY Games Network, a group of CUNY (City University of New York) faculty (Joe Bisz, Francesco Crocco, Carlos Hernadez, Julie A.S. Cassidy, Robert Duncan, Bruce Homer, Deborah Sturm, Kathleen Offenholley and Maura Smale) from different branches and disciplines of the university system with a common mission of promoting game-based learning. It is an admirable model for how faculty can voluntarily gather, organize and act in a way that makes a system-wide impact on both faculty and students.

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The Exciting World of Game-based Mobile Learning – A New Way Ahead For Modern Learners

The Exciting World of Game-based Mobile Learning – A New Way Ahead For Modern Learners | Games, gaming and gamification in Higher Education | Scoop.it
With the introduction of e-learning more than a decade ago, learners were mostly confined to a computer and accessing learning at a specific location through CBTs which were essentially page-turners. Recent developments in internet and wireless technologies have led to the emergence of devices that allow us to access information anywhere and anytime. Most of these devices are interconnected, giving us the context we need and creating a ‘smart’ universe for us.
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Learning Technologist

Learning Technologist | Games, gaming and gamification in Higher Education | Scoop.it
The University of Western Australia (UWA) is ranked amongst the top Australian universities and a member of the prestigious Group of Eight research-intensive universities ranked among the top 100 universities in the world.

The Centre for Education Futures (CEF) operates within the Deputy Vice Chancellor (Education) portfolio. The CEF contributes significantly to UWA's recognition as a global leader in education and impacts on students' learning experiences, by developing and implementing Education Futures innovations projects and implementations and increasing the appropriate use of learning technologies.

The CEF is looking for an enthusiastic Learning Technologist to join the team. As the successful candidate you will provide practical assistance and support focussed on piloting, implementing and evaluating learning technologies to support new approaches to learning, teaching and assessment across UWA.
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Gaming can make a better world

Gaming can make a better world | Games, gaming and gamification in Higher Education | Scoop.it
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
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The US’ Top Game Design School Will Now Publish Its Own Games

The US’ Top Game Design School Will Now Publish Its Own Games | Games, gaming and gamification in Higher Education | Scoop.it
The University of Southern California will establish its own publishing label, to bring its innovative student and faculty videogames directly to players.
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Rescooped by Peter Mellow from Gamification, education and our children
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Minecraft Education Edition: why it's important for every fan of the game

Minecraft Education Edition: why it's important for every fan of the game | Games, gaming and gamification in Higher Education | Scoop.it

Microsoft has been demonstrating its new schools version of the blockbuster, but crucially this spin-off could break off from the original Minecraft modding community

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There's a new version of Minecraft, and it's going to be taught in schools

There's a new version of Minecraft, and it's going to be taught in schools | Games, gaming and gamification in Higher Education | Scoop.it
Minecraft, a video game which allows players to explore, build and create almost anything they can think of, is famously popular among its legions of young fans. Microsoft has capitalised on this runaway success by announcing the release of Minecraft: Education Edition, a new version of the game designed to help children learn.
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Classroom Games and Tech: Game Design

Classroom Games and Tech: Game Design | Games, gaming and gamification in Higher Education | Scoop.it

I love making games and it's exciting sharing the experience with students! Here are many of my posts relating to game design in the classroom. A few things to note:

Most of my personal experience has been with non-digital games, so these are usually not computer game design activities.I am far more interested in big picture take-aways from game design activities than I am in the how-tos. Reflection on those take-aways is the key to making these valuable in content area classes.I like to approach game design very realistically. It probably won't amount to a job, but there are things we can learn from even a little exposure to it. And it can be fun!
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Why it’s now more likely a video game will be your physical therapist

Why it’s now more likely a video game will be your physical therapist | Games, gaming and gamification in Higher Education | Scoop.it

Last week, Reflexion Health got 510(k) clearance for a physical therapy platform to help people recovering from hip and knee replacement surgery guide users through their prescribed exercises and transmit that data to their therapists and physicians.


Via illorem.com - Mark Merolli
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A holistic approach to designing gamified and pervasive learning

A holistic approach to designing gamified and pervasive learning | Games, gaming and gamification in Higher Education | Scoop.it
I’m starting to think about the different projects that I’m going to be working on this year. My perspective on gamification and experience design has definitely set the tone for my research, development and practice in 2016. I will also be developing the holistic and modular approach in gameful learning design further, and adopt and adapt it in the various projects, programmes and initiatives.
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10-Year-Old from Los Angeles Wins First-Ever Minecraft National Championship

10-Year-Old from Los Angeles Wins First-Ever Minecraft National Championship | Games, gaming and gamification in Higher Education | Scoop.it
SANTA MONICA, Calif., Dec. 21, 2015 /PRNewswire/ -- 10-Year-Old from Los Angeles Wins First-Ever Minecraft National Championship. Bested Over One Thousand...
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10 Strategies To Make Learning Feel More Like A Game

10 Strategies To Make Learning Feel More Like A Game | Games, gaming and gamification in Higher Education | Scoop.it

"We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)"


Via EDTECH@UTRGV
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Gust MEES's curator insight, December 16, 2015 6:47 AM

We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.)"


Learn more:


https://gustmees.wordpress.com/2014/10/03/design-the-learning-of-your-learners-students-ideas/


https://gustmees.wordpress.com/2015/07/19/learning-path-for-professional-21st-century-learning-by-ict-practice/




Miri Yochanna's curator insight, December 17, 2015 3:48 AM

Wonderful. This really gets one thinking of how to make learning more enjoyable and more effective and affective.