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Games: The new learning experience | eSchool News | eSchool News

Games: The new learning experience | eSchool News | eSchool News | Games, gaming and gamification in Higher Education | Scoop.it
At its core, games connects learning and meaning to content to give students an intrinsic learning experience.
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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 Australian organiser for participation in the  UNEP-DHI Eco Challenge 2015.

 

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 2015 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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Valve | Source 2 Free!

Valve | Source 2 Free! | Games, gaming and gamification in Higher Education | Scoop.it
Valve announced the Source 2 engine, the successor to the Source engine used in Valve's games since the launch of Counter-Strike: Source and Half-Life 2. "The value of a platform like the PC is how much it increases the productivity of those who use the platform. With Source 2, our focus is increasing creator productivity. Given how important user generated content is becoming, Source 2 is designed not for just the professional developer, but enabling gamers themselves to participate in the creation and development of their favorite games," said Valve's Jay Stelly. "We will be making Source 2 available for free to content developers. This combined with recent announcements by Epic and Unity will help continue the PCs dominance as the premiere content authoring platform."
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The International Roguelike Developers Conference

The International Roguelike Developers Conference | Games, gaming and gamification in Higher Education | Scoop.it
The International Roguelike Developers Conference (US) is an annual gathering of people of all nationalities, genders and beliefs, who are interested in creation of roguelike games. For the first time ever, we are throwing one in the United States!

Roguelike games are computer games that are in some aspects similar to, or inspired by, a classic, turn-based, grid-based, text-mode, tactical, randomized, perma-death, dungeon exploration game known as Rogue. You may have heard about some of the classics such as NetHack, Angband, Dungeon Crawl, or ADOM. Modern takes on the genre include games like DoomRL, Brogue, ToME, Dungeons of Dredmore, as well as many “roguelike-inspired” games such as FTL and Spelunky.

Procedural content generation is also a topic that is near and dear to fans and developers of the roguelike genre.

This conference will have scheduled talks but is relatively informal. The exact list of speakers and the exact scheduling of events is subject to change, and some events may be decided right then and there at the conference! Any sort of roguelike-related activity is encouraged: from ad-hoc discussion panels, game demos, workshops, maybe even a game jam! It all depends on what the participants want to do. Wherever possible, scheduled talks will be broadcast enough in advance so that people can potentially join in online via twitch or related streaming service.
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Home

Home | Games, gaming and gamification in Higher Education | Scoop.it
The Games and Learning Alliance conference (GALA 2015) is an international conference dedicated to the science and application of serious games.
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Ed Games Need To Fill in Assessment Gaps To Be Fully Useful -- THE Journal

Ed Games Need To Fill in Assessment Gaps To Be Fully Useful -- THE Journal | Games, gaming and gamification in Higher Education | Scoop.it
A joint study on game-playing in K-12 has found that educational game developers could improve the learning impact by making a few changes.
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ChangeGamer

ChangeGamer | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Why Education Should Embrace Games

Why Education Should Embrace Games | Games, gaming and gamification in Higher Education | Scoop.it
A lack of student engagement provides an opportunity for gaming in education.

 

Video games may sound more recreational than educational, but experts believe that games will play a greater role in student engagement in years to come.

 

Gamification in the form of points, levels and achievement badges isn't where the influence of games should end, said Jane McGonigal, an alternate reality game designer, author and director of game research and development at the Institute for the Future in Palo Alto, Calif. McGonigal delivered the keynote address at the EDUCAUSE higher education technology conference on Thursday, Oct. 17.

 

McGonigal believes the future of higher education is going to increasingly involve gamification aspects. She asked the crowd to imagine what could be accomplished if the billion gamers that are playing on connected devices worldwide game together in a connected learning system.

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Beyond Programming: The Power of Making Games -- THE Journal

Beyond Programming: The Power of Making Games -- THE Journal | Games, gaming and gamification in Higher Education | Scoop.it
Art and creative expression have an interesting way of weaving in and out of classrooms, offering students the opportunity to explore their own ideas and minds. Video games are no different, and while most of the discussion about their use in classrooms centers on play, the benefits of designing games in the classroom can extend far beyond entertainment and even programming.
Karen Miller's insight:

Some great points about the great learning that happens through the game-making process

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Flow framework for analyzing the quality of educational games

Flow framework for analyzing the quality of educational games | Games, gaming and gamification in Higher Education | Scoop.it
Abstract

The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This article presents a flow framework that describes the dimensions of flow experience that can be used to analyze the quality of educational games. The framework also provides design-support for producing good educational games, because it can be used to reveal ways to optimize learning effects and user experience. However, the framework only works as a link between educational theory and game design, which is useful for game analysis but does not provide the means for a complete game design. To evaluate the elements included in the proposed framework, we analyzed university student’s experiences in participating in a business simulation game. We found that the students’ flow experience in the game was high and the findings indicated that sense of control, clear goals and challenge-skill dimensions of flow scored the highest. Overall, the results indicate that the flow framework is a useful tool to aid the analysis of game-based learning experiences.

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Beyond Programming: The Power of Making Games -- THE Journal

Beyond Programming: The Power of Making Games -- THE Journal | Games, gaming and gamification in Higher Education | Scoop.it
Art and creative expression have an interesting way of weaving in and out of classrooms, offering students the opportunity to explore their own ideas and minds. Video games are no different, and while most of the discussion about their use in classrooms centers on play, the benefits of designing games in the classroom can extend far beyond entertainment and even programming.
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Campus Quest

Campus Quest | Games, gaming and gamification in Higher Education | Scoop.it

Campus Quest Campus Quest is an online interactive game for high school students, mature age students and community members who want to find out what life at is like at university in Western Australia. In the game you'll play as a first-year university student on a fictional campus map, and it's up to you organise a house, find housemates and make friends.

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A Unified Approach to Preserving Cultural Software Objects and their Development Histories

A Unified Approach to Preserving Cultural Software Objects and their Development Histories | Games, gaming and gamification in Higher Education | Scoop.it
This white paper was made possible with the support of a National Endowment for the Humanities Digital Start-Up GrantHD-51719-13.
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- Learning Games Network

- Learning Games Network | Games, gaming and gamification in Higher Education | Scoop.it
Our Mission:
By identifying and partnering with organizations that are working to create, research and disseminate game-based learning tools, the Learning Games Network amplifies the impact of these organizations and broadens access to high-quality educational games for learners at every age.
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Unreal Engine 4 for Academic Use

Unreal Engine 4 for Academic Use | Games, gaming and gamification in Higher Education | Scoop.it
Teachers and Administrators can acquire a free license of Unreal Engine 4 for academic use by students .

 

Epic Games is committed to supporting students and schools, and helping companies that license Unreal Engine 4 find and hire qualified developers.

 

Free to use, Unreal Engine 4 can be downloaded and installed to classroom computers as well as student home systems at no cost. With full access to the complete source code and tools, Unreal Engine 4 levels the playing field to give everyone the resources needed to learn professional-quality development.

In addition, schools and their students receive regular updates, making it easy to stay current with the latest and greatest in game development.

 

With UE4, student developers have unprecedented opportunities to use the skills they learn in class on their own projects at no cost. Launch of commercial products is still subject to the 5% royalty.

For complete details, please see the FAQ.

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David W. Deeds's curator insight, March 4, 6:09 PM

Oh YEAH, baby! Thanks to Kim Flintoff.

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Unreal Engine is Now Free!

Unreal Engine is Now Free! | Games, gaming and gamification in Higher Education | Scoop.it

Unreal Engine 4 is now available to everyone for free, and all future updates will be free!

You can download the engine and use it for everything from game development, education, architecture, and visualization to VR, film and animation. When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.

This is the complete technology we use at Epic when building our own games. It scales from indie projects to high-end blockbusters; it supports all the major platforms; and it includes 100% of the C++ source code. Our goal is to give you absolutely everything, so that you can do anything and be in control of your schedule and your destiny. Whatever you require to build and ship your game, you can find it in UE4, source it in the Marketplace, or build it yourself – and then share it with others.

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Rescooped by Kim Flintoff from eLearning and Blended Learning in Higher Education
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The Anatomy Of Good Gamified eLearning

The Anatomy Of Good Gamified eLearning | Games, gaming and gamification in Higher Education | Scoop.it
What is ‘gamification’ and how can it help you to design great elearning? Check The Anatomy Of Good Gamified eLearning to find out more!

Via David W. Deeds, Kim Flintoff
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David W. Deeds's curator insight, February 28, 1:18 PM

Great tips here! 

HC's curator insight, March 1, 5:00 PM

"The first rule of great gamified eLearning is: learner centricity."

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5,000 Games Produced in 48-hour Global Game Jam -- Campus Technology

5,000 Games Produced in 48-hour Global Game Jam -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
A Carnegie Mellon professor required his students to participate in the Global Game Jam for their first assignment.
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Unreal Engine 4.7 Released!

Unreal Engine 4.7 Released! | Games, gaming and gamification in Higher Education | Scoop.it
Unreal Engine 4.7 Released!

 

Unreal Engine 4.7 is our biggest release yet, with the power to render huge numbers of instanced objects in large worlds, beautiful rendering of leaves and foliage, HDR texture support, in-editor animation editing, along with hundreds of optimizations and improvements.

 

Many highly-requested features have been added: You can now assemble new actors using components right in your level, and even create your own custom component types using Blueprint visual scripting or C++! Speaking of scripting, the Blueprint Editor UI has been redesigned with a clean, unified layout. And it's never been easier to import content in your project -- Unreal Editor now detects new asset files and imports them automatically!

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Rescooped by Kim Flintoff from iGeneration - 21st Century Education
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Study Reveals Fascinating Possibilities for Video Gaming and Brain Development and Repair

Study Reveals Fascinating Possibilities for Video Gaming and Brain Development and Repair | Games, gaming and gamification in Higher Education | Scoop.it
Early Brain Development and Gaming: A New Study on Neurogenesis and Brain Connectivity Could a recent study by neuroscientist Simone Kühn reveal new ways of

Via Tom D'Amico (@TDOttawa)
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Chris Martin's curator insight, February 24, 10:42 AM

This is really exciting. The sooner mainstream culture accepts technology helping--in all aspects of a child's life--the better.

David W. Deeds's curator insight, February 25, 9:15 AM

Great, but we gamers knew this all along! 

Jim Goldsmith's curator insight, February 25, 2:42 PM

From the article:  “The benefits of gaming not only boost early life brain development – but they could extend to decelerating the degenerative span of the brain in mature life.”  I guess it’s time to load up Call of Duty…

Rescooped by Peter Mellow from Gamification, education and our children
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The Myth of the Minecraft Curriculum

The Myth of the Minecraft Curriculum | Games, gaming and gamification in Higher Education | Scoop.it
In reality, the computer program "has about as much inherent educational value as an overhead projector."
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Games to Schools

Games to Schools | Games, gaming and gamification in Higher Education | Scoop.it
The serious games research has indicated that learning by playing games may support knowledge construction, engage learners, provide learning methods that correspond better with students’ requirements, as well as enhance classroom dynamics, concentration, and self-esteem. However the recent research has also proposed that learning by creating gamescould even better address the needs of learners than just playing existing games. Learning by creating games appears to be an active learning treatment because it is intended to induce generative processing in learners by challenging them to select and organize information about the subject of the game as they actually define the game rules and construct a new game. Furthermore, game creation has been argued to support 21st century competencies like creative problem solving, collaboration, ICT literacy, systems thinking, and affect positively on engagement in STEM subjects.
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Here's How Gamer-Teachers Use Video Games In The Classroom

Here's How Gamer-Teachers Use Video Games In The Classroom | Games, gaming and gamification in Higher Education | Scoop.it

Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU or SimCityEdu).

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U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Technology

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach.

Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release.
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A Unified Approach to Preserving Cultural Software Objects and Their Development Histories | Games and Playable Media @ UCSC

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Rescooped by Kim Flintoff from 3D Virtual-Real Worlds: Ed Tech
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4 Ways To Bring Gamification of Education To Your Classroom

4 Ways To Bring Gamification of Education To Your Classroom | Games, gaming and gamification in Higher Education | Scoop.it
Motivate your students and transform your classroom through the gamification of education. Here are 4 examples to get you started!

Via David W. Deeds
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Junita Lyon's curator insight, February 17, 7:42 AM

This always has appealed to me engaging students this way 

Jarrod Johnson's curator insight, February 18, 4:38 PM

A fun way to engage your students

Ressources pour les cours d'anglais's curator insight, February 18, 6:25 PM

Des idées simples à mettre en place comme remplacer les notes par des points d'expérience. la gamification permet de rebooster les élèves Mais ne remplace pas la pédagogie.

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My top 6 gaming resources for STEM teaching | eSchool News | eSchool News

My top 6 gaming resources for STEM teaching | eSchool News | eSchool News | Games, gaming and gamification in Higher Education | Scoop.it
Using games to teach, and adding gaming principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners. I use games in my classroom in a few ways. I use them to actively teach content, to make lessons more engaging, and as project-based learning platforms for immersive learning. Some of the games are digital, and others are played as board games, or in a variety of other formats. My favorite lesson planning resources are provided by The Institute of Play and 3D Game Labs. The Institute of Play provides resources that teachers can use to plan and create games, and align them to curriculum and standards. They also provide game theory and design templates and information that make it easy to create a well-designed game that seamlessly fits curricular objectives. 3D Game Labs provides an affordable platform for gamifying the classroom. Teachers can take content and create quests, badges and an online platform for students to engage with the content in fun and exciting ways. I have used this platform as a teacher to take professional development courses, and I’m currently planning to purchase an account to gamify my curriculum. In my classroom, we play a lot of games, frequently as the lesson. We then discuss what the students experienced in the game and make content connections via whole-group discussion. I often create a graphic organizer or worksheet for students to use to organize their thoughts about the game. When I have my biology and life science students play Cell Craft, for example, I demonstrate gameplay and features for the whole class using my laptop and projector. Students complete the organizer while we go through the game as a group and discuss the content. Then, students get a chance to play the game and really immerse themselves.
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