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.
Various cities in Australia have developed creative economy policies with the aim of diversifying their economy. These policies are about attracting and retaining entrepreneurs and firms from the creative industries sector, such as the music and fashion industries.
Creative economy policies were often based on the cluster concept developed by Michael Porter in the 1990s. This was the case for the creative city strategy in Brisbane and also for the more recent music industry policy in Melbourne.
Brisbane has been very active in this area. The objective was to be less dependent on natural resources in the future.
Planning initiatives such the Kelvin Grove Village are examples of economic development strategies based on the cluster concept that translated into planned projects. But positive steps are being taken to provide affordable spaces for creative workers.
Pokémon Go has already had over 100 million downloads since it launched in July.
Despite its popularity, it has received significant negative media attention, with reports of people falling off cliffs, crashing cars and trespassing. The game has even been attacked for turning users into anti-social zombies.
Yet there could be more positive aspects to the phenomenon if we look past its entertainment value and the moral panic some have attached to it. For instance, how could we potentially harness this app, and the technology associated with it, to support education?
Over the past several years we’ve seen the rise of the modern edtech industry. There have been massive investments in the space, and the success of these firms will dictate the future of the edtech landscape.
More successful exits (like Lynda) will help to propel the industry forward. Investments in the first generation of edtech have also made it difficult for the second generation of companies to attract investment, as investors have been watching this first cohort closely to gauge results.
The trends that will shape the market over the next 3-5 years are mass customization, certification, and lifelong learning.
Pikachu and other beloved Pokémon are taking over California State University, Los Angeles as part of a university initiative to promote physical fitness and wellness for students and employees. Cal State LA’s Mind Matters initiative constructed a health walk that runs throughout the campus and incorporates the popular augmented reality game Pokémon Go.
Formally called the #MindMatters Pokémon Go Health Walk, the route travels through the 175-acre campus and has players complete approximately 9,555 steps or five miles. The route includes 35 PokéStops, where players collect items to help them catch the pocket monsters, and three gyms where Pokémon battles take place.
Pokémon Go is an augmented reality game that's become popular in the past few weeks. It's a kind of a waypoint-type game where players go to places called PokeStops and/or gymnasiums, which can be different buildings, locations, parks, sculptures, all those types of things. A player within the game can travel from point to point and get items at the PokeStops. They can have little competitions or battles at the gyms, and in between all those places they can collect and capture Pokémon, which are different characters within the game.
My institution has been affected in a few ways. Our campus, which is the smallest in the University of Wisconsin system with 10 to 15 buildings and about 2,300 students and 300 faculty and staff, has seven PokeStops and one gym (located in our main academic building). I've seen a lot of community members — young people, tweens, students, and older people — around campus going to the different PokeStops and playing the game. The game has brought all these people to our campus.
From dice to educational video games, classes led by instructional technology teacher Ryan Read are increasingly full of game-based learning! Ryan's responsibilities at Jackson Charter School in Rockford, IL include supporting other teachers as they try out new modes of instruction in the classroom. Ryan shares his experiments with technology and game-based learning extensively on Twitter as @Ryan7Read. Intrigued by Ryan's interactive lesson ideas, we asked him a few questions on how to help other educators get started with game-based learning!
Dr. Shahnaz Kamberi is a Computer Science professor with nine years of experience teaching programming at multiple levels, onsite and online; with specialty in game programming, educational game development, serious game development and game design. She is a STEM outreach professional responsible for focusing on engaging the student in the classroom through new innovative methods. Dr. Kamberi is known for using educational computer games, software tools, using unplugged activities, social media and other means to provide the best learning environment for both adult learners and millennials/Generation Y students. Her dissertation focus was on the use of educational computer games to increase adolescent girls’ interest in computer science.
The study of games and gamification strategies are popular topics in digital media research, yet few games have been developed for the purpose of testing gamification tactics within video game environments. Carefully designed testbed games can facilitate experimental control for future research, if designed with conscious intent. This paper examines the gamification literature in order to make recommendations for the design of controlled testbed games for gamification experimentation. In addition to a description of gamification within the context of game design, this paper focuses on the development, testing, evaluation, and implementation of a testbed game designed to mitigate confounds and generate usable data. These considerations are demonstrated through examples taken from an independent educational game, Medulla. While research into the creation and use of testbed video games is in its infancy, this paper provides a starting point for future researchers to engage in more specific examinations. This article is an extension of the work presented at iDMAa 2015.
At North Carolina State University, instructors can turn their courses into a personalized game, where students complete course activities in the school's Moodle learning management system to gain skill points and advance their avatar through a series of objectives. The technology behind the game is a Moodle plug-in — developed in-house at the university — that allows each student to pursue a different path through the coursework. After three years of work, the development team is preparing to release the plug-in to the Moodle open source community as early as fall 2016.
Sustainable models are needed to reinvent the educational pipeline. Pong, released in 1972, launched the video game industry. Oregon Trail, released in 1971, proves learning game sustainability. This case study focuses on a unique learning game development approach and sustainable educational experience. The Live Lab and Texas A&M University are at the forefront of having students design, develop and use learning games. This self-sustaining model, provides future funding for educational games, student financial benefits, and innovates educational experiences. ARTé: Mecenas, an Art History game, and Variant, a Calculus game, are nationally available games that will serve as examples.
With efforts to expand computer science education growing across the nation, some schools still grapple with a big problem: they don’t have the staff or space to accommodate a computer science course.
In fact, though interest in computer science education, and access to it, is growing, a recent report found that not enough students are taking high-quality computer science classes at the high school and university levels.
The report found that just half of U.S. states actually count computer science as a math or science credit rather than an elective, and 29 states lack computer science teacher certification programs.
But a new approach that teaches coding through gamification makes it easy for teachers with zero computer science background to teach coding to students.
But playing video games regularly had academic advantages, most notably for science students who picked up 17 points above the average score.
Associate Professor Posso said this was perhaps because games such as Minecraft were an opportunity for students to apply and sharpen skills such as problem solving and analytical thinking.
Maths students also benefited from daily gaming, topping up their average score with an additional 15 points.
Computer gaming lets students apply and sharpen skills, such as problem solving and analytical thinking. Photo: Christopher Furlong Associate Professor Posso said it was likely gaming students had a science bias, which attracted them to video games in the first place. However the results suggested video games could enhance a student's skills regardless of ability.
"They have to solve puzzles, use their cognitive skills and even solve some maths when playing video games," he said.
Students' reading results also benefited from gaming, which called on their comprehension skills and ability to navigate a storyline and assess information. Those students who played video games daily recorded scores 15 points above the average.
Gaming is an educational tool that some educators insist is beneficial to learning. There are some, however, who do not share the same opinion. This article discusses digital game-based learning, or DGBL, and its merits, including the negatives associated with it.
We created this free course for professionals interested in learning about Gamification who don't have the time to scour the internet in search for the best learning content. Yu-kai Chou and Jun Loayza have put together a comprehensive Gamification introductory course that will take your from noob to Gamification Explorer in just 21-days.
Nintendo is continuing to give back to the gaming community — or at least the nostalgic members. As we get ready for the mini NES to drop this Fall, Nintendo has made the first 13 years of Nintendo Power available online for free.
Via Internet Archive, we get a page-by-page digital recreation of all the original magazines. Each is just as you left them, too.
If you work in a school, you are going to have to deal with the fact that students (and teachers) are going to play this during class time. I know some of you’ve built great digital citizenship at your schools and have guidelines in place like: games allowed during break only etc… but this is going to push all the boundaries you have in place.
Get behind it or on top of it, you can not ignore it.
It’s only just been released, it hits the sweet point of everyone under 25 and the gamers/geeks above that. It’s family friendly and firmly rooted in our pop culture. This will be somewhat of a storm in a teacup when you return to school after these holidays, it will eventually die back down in popularity but there will remain a large portion of users that are dedicated. So take the initiative and set the expectations your school or classroom has about Pokemon Go. I hope you get behind it because there are some great opportunities for learning and some very cool things you could do.
Below we’ll look at what you need to be aware of and share some ideas of what you can take advantage of too. You can check their support page for most FAQs about the app and if you still have a question just ask it in our comments section.
Knowing how dopamine-releasing activities can aid student learning could spur changes in classroom instruction.
By MIND Staff June 2, 2016 There's a substance in the brain that every educator would want working for them in the classroom. It's dopamine, and you've probably heard of it associated with an array of pleasant activities and feelings, such as eating delicious foods, falling in love or winning a prize. In this infographic, Director of Education Research at MIND Research Institute, Dr. Martin Buschkuehl, gives us an overview of certain functions of dopamine in the brain and the implications on learning and student motivation.
We have conducted extensive empirical research over the last 4 years as part of a university PhD program to develop the world’s first comprehensive enterprise gamification taxonomy. Our taxonomy has been peer reviewed and is built on our database of over 300 enterprise gamification projects. This has now become a globally recognised tool that helps designers and organisations to plan, develop and implement a gamification initiative.
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