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.
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.
Education is any practice that constructively modifies the way we behave, think, and feel. We as humans always have the desire to learn, regardless of age. We also learn in different ways, owing to intrinsic and extrinsic elements not only related to age but also to the level of development and maturity, personality, to experience, as well as genetic and environment to allow students to use and explore their full potential, it is a prerequisite to optimize the educational methods.
How can we make education more enjoyable and more efficient? The answer lies in understanding how students learn. Basic knowledge in educational psychology is indeed what makes good instructors stand out and allows them to convey knowledge efficiently, as required per recipient.
Within a university, there are many programs and events meant to bring students together and provide a twist to the traditional learning model. Housing, Dining and Residence Life (HDRL) at Duke University is on the cutting edge by creating a space for students to gather in an innovative way at the Bolt Gaming Studio, located in the Edens Residence Hall in the heart of Duke’s west campus.
Opened in the fall of 2015, the one-of-a-kind gaming space offers eight monitors, including a quad arrangement of four screens totaling over 100 inches and 10 gaming computers that can be used for competitive or group gaming. Additionally, there is an assortment of game consoles, including Wii U from Nintendo, Xbox One S and PlayStation 4. The Bolt has several nooks and alcoves that aim to serve individual gaming needs, while large couches and roomy seating encourage group gaming sessions that may not be possible in residence hall rooms.
It is hard to engage struggling students in the classroom. If they are having trouble grasping the material, they may be less inclined to be involved in a traditional classroom lesson. These aren’t the kids that will volunteer to go to the board to work out a math problem; they aren’t raising their hands to answer questions, and may even be afraid of asking for help.
Adding a video game component can increase their comfort level. Various studies have shown that African-American students traditionally game more than their Caucasian counterparts, so this can be effective for reaching out to certain minorities in the classroom. It gives them a system that they enjoy, allows the information to be conveyed in a new way, and may feel like a more level playing field psychologically.
Not every student learns well by simply reading the textbook or managing homework. Some students prefer auditory input while others need hands-on demonstrations. Video games have the ability to combine all of these traits into a single learning system. And the increased entertainment value might make it more interesting to students in general.
In some cases, it may help students achieve flow, a psychological state where the person is fully immersed in the task at hand. This increased focus and absorption helps improve performance by completely engaging the brain.
21st century skills New way of learning combines experiential, project-based learning and utilising technology in a real-life environment. The 21st century skills, such as problem solving, creativity, teamwork, and sharing your know-how are an integral part of the learning process of seppo games.
Seppo's game pedagogy is to teach in a way that inspires and motivates students. It gets players on the move, which also makes the brain work better.
With a concept straight out of a cyberpunk dystopia, China has gamified obedience to the State. China has created a social tool named Sesame Credit which gives people a score for how good a citizen they are. The system measures how obediently citizens follow the party line, pulling data from social networks and online purchase histories.
The phrase “don’t play games with me” is about to get a turnover. Play games all you want—your brain (and especially your students’ brains) will thank you for it!
| Developing critical thinking skills turns lessons from a mere relaying of facts into a conversation by which students begin to understand their world.
When your students learn to recognize patterns and develop problem solving strategies, their probing questions and insightful answers will enhance instruction in every subject you teach. Gaming is a great way to develop these kinds of skills.
| From cognitive skills like strategic thinking and problem-solving to abstract reasoning and spatial awareness, gaming flexes plenty of mental muscles in kids (and adults) of all ages.
Is this the inevitable present and future of game design? Or might we take it down a different path? Design by making can be a wonderfully satisfying process. But it should not be the only process available to us. While it may currently suit the industry for game designers to remain in a state of stunted development, we should be demanding more of ourselves — and more from our industry. It is time we returned to this unanswered question of formal, abstract design tools for game design. Until we have the tools to design with our minds and not just with our hands, we are limiting ourselves creatively. In games, these limits include having our creative process held hostage by the oftentimes alienating and frantic churn of the production and testing cycle. Having been exposed to data-driven design, which some designers have experienced as having a negative impact on their process and their creative agency, our natural instinct may be to feel wary of or resistant to the idea of any and all formal approaches to design thinking. But the answer to tools we do not like is not no tools; it is better tools. We can demand research and development into design support technology — not for more tools for prototyping and production or metrics, but for tools that support design thinking. With conceptual and computer-aided design tools, we could extend our design thinking beyond the constraints of current practice. We could model difficult design problems, and take more creative risks. A tiny minority are still attempting this, albeit on the fringes of industry. The tool Machinations is a notable example of this work, as are recent experiments in ‘mixed-initiative design’ by a handful of artificial intelligence researchers within academia. While last century’s call for design tools may have long been forgotten by the mainstream of game design, some of us still want to believe.
Abstract Games can serve a critical function in many different ways, from serious games about real world subjects to self-reflexive commentaries on the nature of games themselves. In this essay we discuss critical possibilities stemming from the area of critical design, and more specifically Carl DiSalvo’s adversarial design and its concept of reconfiguring the remainder. To illustrate such an approach, we present the design and outcomes of two games, Jostle Bastard and Jostle Parent. We show how the games specifically engage with two previous games, Hotline Miami and Octodad: Dadliest Catch, reconfiguring elements of those games to create interactive critical experiences and extensions of the source material. Through the presentation of specific design concerns and decisions, we provide a grounded illustration of a particular critical function of videogames and hope to highlight this form as another valuable approach in the larger area of videogame criticism.
Hello once again, fellow game design explorers! The time has come to open submissions for the 2016 GDC Experimental Gameplay session! This year's submission deadline will be Sunday, January 8, 2017 at 11:59 PM Pacific Standard Time.
Just in case you are new to the process (or need a refresher) the CFP below lists what kinds of games and prototypes we're looking for. You can also check out the workshop's inspiration and philosophy, history and organizers.
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.
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.
Are you looking for new ways to explore ecosystems and sustainability in your classroom?
Our hands-on workshop will introduce you to Aqua Republica, a serious game which requires students to manage a fictional ecosystem to become familiar with issues of water management and sustainable development.
Strong support from the state government has helped consolidate more than half of the Australian games development sector in Victoria, as other states lag behind in supporting the “economic powerhouse” industry.
A Games Developers’ Association of Australia (GDAA) survey completed late last year found 51 per cent of game studios are based in Melbourne. Australia-wide the sector has total revenue of $115 million, with 81 per cent of this income coming from offshore.
Game developers in Victoria enjoy financial support from the state government through Film Victoria, with two different grants on offer.
A recent study from Stanford University cited that 82 percent of middle schoolers can’t distinguish between an ad labeled “sponsored news” and a real news story. The authors of the study cited that students need to be better trained in information literacy and use better information seeking strategies to solve this problem. This is a reasonable strategy but runs into issues with implementation.
Teaching information literacy, the process of determining the quality and source of information, has been an emphasis of the American Association of School Librarians for decades. However, teaching of information literacy in school has declined as the number of librarians in schools has declined. The American Library Association has tracked a decline in the number of school librarians since 2005. Without school librarians, many students have little to no training in thinking critically about the resources they use. There is a slight silver lining to this as some youth who participate in large online communities that require quality information to support success do develop information literacy skills through their participation.
Sinem Siyahhan is used to receiving incredulous looks when she refers to the first-person shooter video game “Halo” as family friendly.
But Siyahhan, an assistant professor of educational technology and learning sciences in Cal State San Marcos’ School of Education, looks beyond the content of video games. Her research on video games and families has been featured on “Forbes Magazine Blog,” “Slate” and “Nick Junior.” And she recently gave a keynote on the topic at the “Games, Learning, and Society” conference.
With most games, including “Halo,” she sees numerous learning opportunities.
“People tend to focus on the content of video games,” Siyahhan said. “Is this game designed to be educational or just to entertain? But if they just step back, they’ll see that any game could be educational. It’s just a matter of your approach.”
ARA Virtual Heroes, the Serious Games Division of Applied Research Associates, is this year’s finalist in the Best Business Developed Serious Game category of the Serious Games Showcase & Challenge with Fundamentals of Robotic Surgery (FRS) Virtual Team.
FRS Virtual Team is an interactive, 3D virtual operating theater, where a robotic surgery team can practice critical teamwork and communication skills.
Robotic surgeries are predicted to be the next big thing in medicine, with one survey expecting the market to reach $20 billion by 2021.
Virtual Heroes developed the Serious Game for the Florida Hospital Nicholson Center, a medical research and training center founded in 2001 who says there is currently no standard training curriculum for robotic surgery. Using a grant from the Department of Defense (DoD), the center is trying to create one — and they're using a Serious Game to do so.
Dr Rachel Kowert has dedicated her whole career to video game research - gamers, the games we play, and exactly what they do to our brains. Recently, Dr Kowert took to Reddit to dispel some common myths about gaming and gamers - covering everything from addiction, to screen time, to links with violent behaviour.
Next time you have someone telling you games are bad, m'kay, link them to this.
Learning needs to be less like memorization, and more like…Angry Birds.
Half of school dropouts name boredom as the number one reason they left.
How do we get our kids to want to learn?
The post is about why the future of education will be about flipping our current model on its head and about how key exponential technologies like AI, VR and gamification are going to drive a revolution in education.
Sometimes it seems that education is stuck between a rock and a hard place. Many educators who want to utilize the latest advancements in technology and learning theory are stopped short by one obstacle or another. Work is busy, face to face class-time is limited, and so are the funds. What is the answer to the quandary?
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