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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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Rescooped by Kim Flintoff from Digital Delights for Learners
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Kahoot! | Game-based blended learning & classroom response system

Kahoot! | Game-based blended learning & classroom response system | Games, gaming and gamification in Higher Education | Scoop.it
Kahoot! is a classroom response system which creates an engaging learning space, through a game-based digital pedagogy. Kahoot! is an easy-to-use blended learning platform which works on any device, making the classroom interactive, encouraging both educators and learners to ask great questions.

Via Ana Cristina Pratas
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Ajo Monzó's curator insight, April 27, 2014 6:26 AM

thanks it's very useful and easy to manage!

Al Post's curator insight, April 27, 2014 12:56 PM

This looks interesting...may push the boundaries of some school districts with regard to their smartphone policies.

BI Media Specialists's curator insight, October 27, 2014 10:15 AM

On recommendation from Mrs. Akin, we have tried this app and love it! You can create custom quizzes and download class data, much like you can with a CPS system. Check it out and see how you like it! There are quizzes already created by other teachers that you can try or you can create your own.

Scooped by Kim Flintoff
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KerbalEdu

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

This site is the current home of Squad's and TeacherGaming's joint project. Our goal is to bring Kerbal Space Program (KSP) to schools everywhere. Currently, only the original version of KSP is available to purchase for schools, but in the future we will have an education mod to help teachers unleash the full potential of this great game. Check section "Planned Features" for more information about our plans.

 

TeacherGaming LLC is a company that makes indie games suitable for education and more accessible to teachers and schools. Our goal is to make great learning software based on popular and engaging games made by many indie developers around the world, like Squad and Mojang.  All available a a reasonable price.

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Rescooped by Peter Mellow from Technology in Education
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Game-based learning

Game-based learning | Games, gaming and gamification in Higher Education | Scoop.it
games for 6-8, Linux board (RT @Graphite: Engage your students with game-based learning!

Via Yasemin Allsop
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Gamification - What is it and What it is in Moodle

This presentation focuses on a number of areas. It first deals with an ov
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CHEGheads Blog » The Strategic Simulations, Inc. Collection | International Center for the History of Electronic Games

CHEGheads Blog » The Strategic Simulations, Inc. Collection | International Center for the History of Electronic Games | Games, gaming and gamification in Higher Education | Scoop.it

When Joel Billings launched Strategic Simulations, Inc. (SSI) in 1979, he was fresh out of college and committed to the proposition that players would find wargaming fun and easier on a computer. The company’s first product, Computer Bismarck (1980), became the first computer wargame to gain commercial success.

Billings has given to ICHEG an extensive array of materials documenting more than 15 years of SSI history, from its founding through its acquisition by Mindscape in 1994. The collection includes documents, market research, company meeting notes, financial statements, clippings, company catalogs, and many other business records—including a printout of the master copy of the code for Computer Bismarck.

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Scooped by Kim Flintoff
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Scott Nicholson: Meaningful Gamification: Motivating through Play instead of Manipulating through Re

Gamification is the use of game design concepts to create a layer on a real world setting. Typical gamification focuses on the use of rewards like points and badges to change the behavior of users, which can cause long-term damage to intrinsic motivation. Meaningful gamification is the use of design concepts from games and play to help people find personal connections to a real-world setting.

http://gamelab.mit.edu/event/guest-lecture-scott-nicholson/

 

http://www.twitch.tv/mitgamelab/c/3383085&utm_campaign=archive_export&utm_source=mitgam­elab&utm_medium=youtube

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Scooped by Kim Flintoff
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IEEE Xplore Download | Understanding the human machine

IEEE Xplore Download | Understanding the human machine | Games, gaming and gamification in Higher Education | Scoop.it

The concepts of “self-tracking” and “the quantified self” have recently begun to emerge in discussions of how best to optimize one’s life. These concepts refer to the practice of gathering data about oneself on a regular basis and then recording and analyzing the data to produce statisticsand other data (such as images) relating to one’s bodily functions and everyday habits. Some self-trackers collect data on only one or two dimensions of their lives, and only for a short time. Others may do so for hundreds of phenomena and for long periods.

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Scooped by Kim Flintoff
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The Quantified Self and the implications for physical therapy / physiotherapy

The Quantified Self and the implications for physical therapy / physiotherapy | Games, gaming and gamification in Higher Education | Scoop.it

Currently there is an explosion of interest in personal digital devices and apps that track an individual’s health data primarily for their own consumption and interpretation. Every week new products are launched that aim to measure something new or bring together a set of measures into a more useful package (e.g. Athos digital clothing that tracks muscle recruitment, heart rate etc). Around these devices is a growing community of early adopters who are testing, experimenting and sharing their experiences. These self-confessed self-tracking geeks refer to this new domain as the Quantified Self (see Wikipedia’s definition of QS).

Kim Flintoff's insight:

The Quantified Self is cast (NMC Horizon Report) as one of the major technology shifts to impact education in the the next 2-3 years. 

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Tapping into the Intangible: Qualifying the Psychology of Gamification

Tapping into the Intangible: Qualifying the Psychology of Gamification | Games, gaming and gamification in Higher Education | Scoop.it
Eighty percent of gamification endeavors fail. Use octalysis to assess the gaps in addressing the learning needs of employees at your business.
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Rescooped by Kim Flintoff from Serious-Minded Games
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Online Game Offers Scholarship Route onto Simon MBA: MBA News | QS TopMBA.com

Online Game Offers Scholarship Route onto Simon MBA: MBA News | QS TopMBA.com | Games, gaming and gamification in Higher Education | Scoop.it

"Simon Business School has expanded the online game it has used as an innovative recruitment tool for EMBA applicants since 2010 to encompass both the full and part-time Simon MBA programs.

 

"The ‘Simon Games’ represents a chance for prospective MBAs to test their business acumen in a bid to win a full scholarship to a Simon MBA program, worth more than US$90,000. With partially-funded places also up for grabs, it is expected that the total scholarship fund will amount to around US$540,000.

 

"The online game simulates the world of a technology company, placing the participant in the role of a CEO who has US$9 million to use at his or her discretion and must lead the company’s decision-making process each day.

 

"It plays out over the course of four weeks (or two years game-time) before those who score highest are invited to appear before a Simon MBA panel of faculty and administrators. The scholarships will then be awarded based on MBA program preparedness, analytical skills demonstrated during the competition, and their professional background."


Via Jim Lerman
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4 Free Websites Where You Can Learn The Basics Of Game Development

4 Free Websites Where You Can Learn The Basics Of Game Development | Games, gaming and gamification in Higher Education | Scoop.it

Game development is tough stuff, but with these websites and resources you’ll be up and running as fast as possible. Be prepared to sink a lot of time into the learning curve because it won’t be easy – not by a longshot – but with enough dedication and perseverance, you’ll get there. If you’re young, or if you know a young one who likes computers, game development can be a great way to get kids excited and prepared for programming as a whole, so stick with it!

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Rescooped by Kim Flintoff from Games and education
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Beyond Minecraft: Games That Inspire Building and Exploration

Beyond Minecraft: Games That Inspire Building and Exploration | Games, gaming and gamification in Higher Education | Scoop.it
The success and popularity of Minecraft in and out of classrooms is no surprise.

Via Maria Margarida Correia
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Rescooped by Kim Flintoff from Into the Driver's Seat
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Game Design Engine, Make Games for iPhone & Android - GameSalad

Game Design Engine, Make Games for iPhone & Android - GameSalad | Games, gaming and gamification in Higher Education | Scoop.it

description by VentureBeat

 

"In contrast to other game tools, GameSalad does not require a developer to know any programming. It has a drag-and-drop user interface that a developer can use to string together the elements of a game, from art work to sound. The tools are part of a larger trend of the democratization of technology, which allows everyone from YouTube film makers to artists to become self-made creators."


Via Jim Lerman
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EteRNA - Played by Humans. Scored by Nature.

EteRNA - Played by Humans. Scored by Nature. | Games, gaming and gamification in Higher Education | Scoop.it

“The quality of the designs produced by the online EteRNA community is just amazing and far beyond what any of us anticipated when we began this project three years ago,” said Adrien Treiulle, an assistant professor of computer science and robotics at Carnegie Mellon, who leads the project with Rhiju Das, an assistant professor of biochemistry at Stanford, and Jeehyung Lee, a Ph.D. student in computer science at Carnegie Mellon.

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Kim Flintoff's curator insight, February 2, 2014 3:27 AM

An overview on thre Kurzweil blog:  http://www.kurzweilai.net/press-release-crowdsourced-rna-designs-outperform-computer-algorithms-carnegie-mellon-and-stanford-researchers-report

 

Kim Flintoff's curator insight, November 9, 2014 9:35 PM

This game has application in many areas of biological science.  Through manipulation of the organisation of nucleotides of RNA you construct designs of folding that can assist with building knowledge of real world understanding of RNA folding. 

There is a a tutorial phase that builds an understanding of the interface as well as introducing the known "rules" of RNA folding.

The game includes a badging and ranking system that allows players ot track progress agaist their own activity and in relation to others.

 

An overview on thre Kurzweil blog:  http://www.kurzweilai.net/press-release-crowdsourced-rna-designs-outperform-computer-algorithms-carnegie-mellon-and-stanford-researchers-report

Rescooped by Kim Flintoff from 3D Virtual-Real Worlds: Ed Tech
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Why Organisational Gamification was Inevitable and Not a Fad

Why Organisational Gamification was Inevitable and Not a Fad | Games, gaming and gamification in Higher Education | Scoop.it
games-based-learning and g-Learning blog: Why Organisational #Gamification was Inevitable and... http://t.co/XpW0Ve6GrF #business #industry

Via David W. Deeds
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David W. Deeds's curator insight, January 18, 2014 8:54 AM

This is good stuff.

Scooped by Jacqui Kelly
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In Europe, where do you go if you want to learn how to code?

In Europe, where do you go if you want to learn how to code? | Games, gaming and gamification in Higher Education | Scoop.it
An overview of learn-to-code initiatives and other computer programming education projects happening all across Europe.
Jacqui Kelly's insight:

Iniatives following on from the 'Hour of Code'. 

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Scooped by Kim Flintoff
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Library and Archival Collections | International Center for the History of Electronic Games

Library and Archival Collections | International Center for the History of Electronic Games | Games, gaming and gamification in Higher Education | Scoop.it
The library and archival collections of the International Center for the History of Electronic Games® (ICHEG) include books, periodicals, strategy guides, trade catalogs, and other printed materials together with personal papers, design documents,...
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Engaging Students with Game-Based Learning | eSchool News | eSchool News

Engaging Students with Game-Based Learning | eSchool News | eSchool News | Games, gaming and gamification in Higher Education | Scoop.it
Aiming to make learning more fun and engaging for students, a growing number of educators are turning to digital games and simulations to help teach core curriculum.

 

This practice raises a number of key questions, such as: What does research say about gaming’s potential as an educational strategy? What best practices exist to help educators incorporate gaming into their classrooms successfully? How can schools ensure that games have real educational value, and are not just entertainment?

With the generous support of VINCI, we’ve assembled this collection of eSchool News stories and other resources to help you answer these questions as you consider the use of game-based learning in your own schools.

Kim Flintoff's insight:

Several of the articles can readily apply to Higher Education settings.  Explanations of concepts and principles will broaden and deepne the knowledge of those just becoming familiar with this topic.

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Wearable tech: the future of the quantified self & smart bras [#LeWeb] | memeburn

Wearable tech: the future of the quantified self & smart bras [#LeWeb] | memeburn | Games, gaming and gamification in Higher Education | Scoop.it

This is our reality: devices and apps that gather data on us and tell us how well or poorly we are doing health-wise. This trend is sweeping through the tech space and every new startup wants to play in this field. It’s true of society, we first create things that might kill us then build things that could prevent it.

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Thinking about Gamification in Learning and Instruction « Karl Kapp

Thinking about Gamification in Learning and Instruction « Karl Kapp | Games, gaming and gamification in Higher Education | Scoop.it

The term “gamification” first appeared in 2008 originating in the digital media industry and did not gain widespread recognition until approximately 2010 (Deterding, et. al. 2011, Groh, 2012). While the term is relatively new, there seems to be general agreement about the basic tenants of gamification. Gamification has been defined as the “process of using game thinking and mechanics to engage audiences and solve problems” (Zichermann, 2010) as “using game techniques to make activities more engaging and fun”(Kim, 2011) and as “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012) as well as “the use of game design elements in non-game contexts” (Deterding et al, 2011, p.1).

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Rescooped by Kim Flintoff from Educational Technology Applications
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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

Via Dr. Susan Bainbridge, David R. Perry
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edilberto quispe's curator insight, November 18, 2013 7:13 AM

La importancia de los juegos en la educación

Anna Cole's curator insight, November 20, 2013 6:29 AM

I had to zoom this to read it, but it was well worth it!

Agora Abierta's curator insight, January 1, 2014 4:17 PM

La importancia del juego para el aprendizaje: es algo natural

Rescooped by Kim Flintoff from eLearning
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Using Gamification to Drive Engagement

This presentation focuses on the role of specific approaches, namely gamification and various types of simulation, to motivate and energize learners in a more i

Via Paulo Simões
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Gamescademy's curator insight, December 8, 2013 7:26 AM

גיימיפיקיישן של למידה - מצגת מקיפה על הנושא gamification to drive engagment

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Caltech uses popular computer game ‘Minecraft’ as educational tool

Caltech uses popular computer game ‘Minecraft’ as educational tool | Games, gaming and gamification in Higher Education | Scoop.it

Researchers Spiros Michalakis, left and Alex Kubica at Caltech Monday, November 4, 2013, have developed qCraft, a version of the video game Minecraft. Using the game´s basic premise of building a universe from blocks, Spiros Michalakis came up with the idea to include an educational tool to teach quantum mechanics.

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Rescooped by Kim Flintoff from :: The 4th Era ::
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Research: Games That Require Strategic Thinking Offer Important Benefits ~ GamePolitics

Research: Games That Require Strategic Thinking Offer Important Benefits ~ GamePolitics | Games, gaming and gamification in Higher Education | Scoop.it

"New research from the Netherlands finds that young people who play games that require fast-paced strategic thinking and planning may improve learning, health and social skills, and strengthen cognitive abilities including problem solving, reasoning, memory and perception. Researchers say that these benefits can occur even when a game contains violent content. The research from the Radboud University Nijmegen in the Netherlands was recently published in the journal, American Psychologist."


Via Jim Lerman
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Rescooped by Kim Flintoff from Personalized learning in the 21st century
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Gamification101 b

GAMIFICATION 101 Building fun and play into your eLearning Dr. Allen Partridge Senior eLearning Evangelist, Adobe

Via Grant Montgomery
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