Games, gaming and gamification in Higher Education
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Gamer disclaimer: virtual worlds can be as fulfilling as real life

Gamer disclaimer: virtual worlds can be as fulfilling as real life | Games, gaming and gamification in Higher Education | Scoop.it
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…

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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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Girls Make Games — Girls Make Games Teams Up with PlayStation for...

Girls Make Games — Girls Make Games Teams Up with PlayStation for... | Games, gaming and gamification in Higher Education | Scoop.it
Girls Make Games Teams Up with PlayStation for Game Development Summer Camp


SAN MATEO, CA, March 7, 2017 - As part of its continued effort to increase gender diversity in the gaming industry, Girls Make Games (GMG) is joining forces with PlayStation to host its next game development summer camp for girls ages 11-14.
“Numerous reports have shed light on the growing number of female gamers, but less than 15 percent of the games industry workforce is women,” notes Laila Shabir, CEO and founder of Girls Make Games.

“This is not because girls or women are not interested in making games—GMG’s growth proves otherwise. We’re thrilled about working with PlayStation to encourage and empower more young women to learn about and pursue careers in technology and game development.”
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A Beautiful Visual on The Importance of Games in Learning

A Beautiful Visual on The Importance of Games in Learning | Games, gaming and gamification in Higher Education | Scoop.it
Free resource of educational web tools, 21st century skills, tips and tutorials on how teachers and students integrate technology into education
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Fabiana Garcia Marulanda's curator insight, March 26, 10:31 PM
Games have an important role in the 21st century schools because those promote a particular and divergent environment in where the students link their habilities on the field. Although, the learners need to have the capacity to find solutions during the game because otherwise they fail.
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Growing relevance of gamification

Growing relevance of gamification | Games, gaming and gamification in Higher Education | Scoop.it
Gamification is by no means a new concept. Only, now there are systems and technology to help in the implementation. Designers look at it as an effective tool in behavioural management — to get people to do more, more frequently and for longer periods of time willingly. It is to incentivise a particular behaviour, so to speak. Whether it is e-learning, a classroom or the playground, gamification techniques aim to promote interactivity, pique the learner’s interest, motivate and nurture the desire to achieve a set goal, while adhering to the rules of the game.
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David W. Deeds's curator insight, March 16, 10:28 PM

Good stuff! Thanks to Kim Flintoff.

Kylie Raven's curator insight, March 26, 11:40 PM

Any ideas, advice or helpful hints as a pre-service teacher are gratefully taken on board. If children are engaged then they will learn. If gamification is the how-to for behavior management in a classroom thenI want to know more about it.

Christophe BRIGNOT's curator insight, March 27, 3:57 AM
An interested way to teach the Y generation..
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Game therapy: serious video games can help children with cerebral palsy

Game therapy: serious video games can help children with cerebral palsy | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Chris Crawford on Storytelling and Siboot - Game Wisdom

Chris Crawford on Storytelling and Siboot - Game Wisdom | Games, gaming and gamification in Higher Education | Scoop.it


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.

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Serious games for sustainability education - Humanities | Curtin University, Perth, Western Australia

Serious games for sustainability education - Humanities | Curtin University, Perth, Western Australia | Games, gaming and gamification in Higher Education | Scoop.it
Serious games for sustainability education

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.
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Games sector finds home in Victoria

Games sector finds home in Victoria | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Microlearning And Gamification: What Research Tells Us-eLearning Industry

Microlearning And Gamification: What Research Tells Us-eLearning Industry | Games, gaming and gamification in Higher Education | Scoop.it
Join Dr. Will Thalheimer of Work-Learning Research and Roni Floman of GamEffective in this special webinar, scheduled for the 24th of January, 2017.
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David W. Deeds's curator insight, January 10, 10:20 PM

Thanks to Kim Flintoff.

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The Educational And Political Capacities Of Video Gaming: An Academic’s View - eLearning Industry

The Educational And Political Capacities Of Video Gaming: An Academic’s View - eLearning Industry | Games, gaming and gamification in Higher Education | Scoop.it
Want to know about the Educational And Political Capacities Of Video Gaming? Check n academics view on Educational And Political Capacities Of Video Gaming.
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What World of Warcraft Teaches About Misinformation - DML Central

What World of Warcraft Teaches About Misinformation - DML Central | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Going Beyond Content of Video Games

Going Beyond Content of Video Games | Games, gaming and gamification in Higher Education | Scoop.it
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.”
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Free Serious Game For Robotic Surgery Team Standard Training

Free Serious Game For Robotic Surgery Team Standard Training | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Using Games for Serious Learning in High School

Using Games for Serious Learning in High School | Games, gaming and gamification in Higher Education | Scoop.it
Logistics of Game-Based Learning
Because video game licenses can be expensive, consider using learning centers. For example, 1979 Revolution could be situated in a station rotation covering political revolutions. It could be used as a text, alongside the graphic novel Persepolis, the film Argo, and BrainPOP videos about the French Revolution. You could include the other games in different units in a similar way.

How do you envision using impactful games with your high school ELA students? Please share in the comments below.
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Why the CIA uses board games to train its officers

Why the CIA uses board games to train its officers | Games, gaming and gamification in Higher Education | Scoop.it
Dungeons and Dragons, Pokémon card games and role-playing games are more than entertainment -- they're inspiration for the CIA.
David Clopper, senior collection analyst with 16 years' experience at the CIA, also serves as a game maker for the agency. From card games to board games, Clopper creates games to train CIA staffers including intelligence officers and political analysts for real-world situations.
"Gaming is part of the human condition. Why not take advantage of that and incorporate into the way we learn?" Clopper said Sunday at a games-themed panel discussion at the South by Southwest Interactive technology festival. Clopper and other CIA officers discussed how the agency uses games to teach strategy, intelligence gathering and collaboration.
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Gamefroot | game creator social and mobile gaming

Gamefroot | game creator social and mobile gaming | Games, gaming and gamification in Higher Education | Scoop.it
Learn through making games!
There has never been an easier or more fun way to learn.
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Texas professor creates game to teach calculus | Inside Higher Ed

Texas professor creates game to teach calculus | Inside Higher Ed | Games, gaming and gamification in Higher Education | Scoop.it
Texas A&M professor creates video game to teach students introductory calculus, one of the most difficult academic subjects. 
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Game Prompts for Classroom Discussion of Fake News and Alt Facts

We will be discussing using games as prompts for classroom discussion of fake news and alt facts. We will be approaching this from an information and technology literacy lens.

If Games for Change and/ or Interactive Fiction is new to you. Check out the Metagame Book Club!
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An Interactive Approach To Learning: Gamification And Microlearning - eLearning Industry

An Interactive Approach To Learning: Gamification And Microlearning - eLearning Industry | Games, gaming and gamification in Higher Education | Scoop.it
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.
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How Does Gamification Affect the Learning Process?

How Does Gamification Affect the Learning Process? | Games, gaming and gamification in Higher Education | Scoop.it
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.
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45 Game Based Learning Journals

A compilation of journal sources associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning.
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Cool Learning: Gaming Studio Creates Unique Space for Students to Live and Learn at Duke University -- Campus Technology

Cool Learning: Gaming Studio Creates Unique Space for Students to Live and Learn at Duke University -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
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.
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Can Gamification Help Struggling Students? – The Tech Edvocate

Can Gamification Help Struggling Students? – The Tech Edvocate | Games, gaming and gamification in Higher Education | Scoop.it
Why it Benefits Struggling Students

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.
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Seppo — Spark for Learning

Seppo — Spark for Learning | Games, gaming and gamification in Higher Education | Scoop.it
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.
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China has gamified obedience to the State

China has gamified obedience to the State | Games, gaming and gamification in Higher Education | Scoop.it
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.
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13 iPad Games For Honing Critical Thinking Skills

13 iPad Games For Honing Critical Thinking Skills | Games, gaming and gamification in Higher Education | Scoop.it

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.

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