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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 Learning Technology News
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Gamification to encourage learner autonomy

Gamification to encourage learner autonomy | Games, gaming and gamification in Higher Education | Scoop.it

HabitRPG is a time and task management tool which overlays motivational elements of computer games onto managing time and tasks.

The two major motivational elements are health points, which can be used up and coins which can be earned by doing daily tasks, following good habits and doing jobs from your 'Todos' list. These coins can then used to buy rewards.


Via Nik Peachey
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michelledodd's comment, June 30, 2013 6:38 AM
I have been using this for a few weeks now.. it is definitely the best to do list i have ever used.. the gamification aspect draws me back every time
Preston Odenbrett's curator insight, September 4, 2013 7:58 PM

Interesting, will have to look at this

Revamp Strategies's curator insight, December 17, 2013 11:53 AM

Can small marketing strategies make better conversions? 

Rescooped by Peter Mellow from The Mixing Panel
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eModule: Digital badges

eModule: Digital badges | Games, gaming and gamification in Higher Education | Scoop.it

Nice tutorial on badge use.


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Scooped by Kim Flintoff
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Gamification: Coursera

Gamification:  Coursera | Games, gaming and gamification in Higher Education | Scoop.it
Kevin Werbach

Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.

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ISTE 2013: Epic Leadership: Beyond the Hype of Gamification

ISTE 2013: Epic Leadership: Beyond the Hype of Gamification | Games, gaming and gamification in Higher Education | Scoop.it

Recently, gamification in education has been a trend characterized by two very different perspectives. Some see engagement, concentration and collaboration, while others see isolation, social dysfunction and addiction. This interactive, 3-hour session will dispel the myths surrounding gaming, draw clear connections between games and learning, and give attendees practical examples of this pedagogical approach happening right now in schools all over the world. A combination of experiential learning, presentations from gaming experts, and a special appearance by ISTE 2013 opening keynoter, Jane McGonigal, this session will explore gamification from a leadership perspective and will demonstrate how games can help us create rich, dynamic, and challenging learning environments.

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Jim Lerman's comment, June 9, 2013 1:11 PM
This link is a dead end.
Peggy Sheehy's comment, June 29, 2013 2:51 PM
That link appears to be from someone's program search (maybe within a planner ?) Here is the link to the private Google+ Community Jim-- I'm happy to approve any requests for membership now that the event has passed. It was originally established as private because it was part of an ARG-like experience wrapped around the symposium. :) https://plus.google.com/u/0/communities/104237972765798239088
Scooped by Kim Flintoff
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The Game of Your Life - Case Video (EN)

OZU, a brand new university in Istanbul, asked us for a digital campaign to attract the top students from all around the country.

We decided to let students test drive their own future. We designed a Facebook app that let them make their choices and see the consequences unfold first hand. This immersive experience was the first to use their actual facebook timeline to record the future, not just the past.

We created “The Game of Your Life.”

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Games & Simulation for Healthcare

Games & Simulation for Healthcare | Games, gaming and gamification in Higher Education | Scoop.it

Welcome to the Games and Simulation for Healthcare Library and Database.  This website aims to provide a portal and network to meet the needs of clinicians, researchers and educators in the healthcare community who want to integrate games and simulation into their scholarship and patient care strategy.  This resource also welcomes healthcare consumers, advocates, and others interested in patient and clinician education, and clinical research taking advantage of games and simulation-based learning.

Please visit frequently and feel free to contact our project team for details on how you can contribute to this project, or with any comments and suggestions.

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Scooped by Kim Flintoff
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Octalysis: Complete Gamification Framework | Yu-kai Chou & Gamification

Octalysis: Complete Gamification Framework | Yu-kai Chou & Gamification | Games, gaming and gamification in Higher Education | Scoop.it
Gamification Expert Yu-kai Chou explains his elegent Gamification Framework that breaks Human-Focused Design into 8 Core Drives within an Octagon.
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Rescooped by Kim Flintoff from 3D Virtual Worlds: Educational Technology
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Video Games vs. Depression

Video Games vs. Depression | Games, gaming and gamification in Higher Education | Scoop.it
Can games help tackle depression? Danny explores the link between video games and dealing with mental health issues. (@lucyjamesgames Just watched the great video on GS. Your so beautiful and smart and have a great career.

Via David W. Deeds
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David W. Deeds's curator insight, May 4, 2013 8:02 AM

Now this is interesting.

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Education | Serious Games Directory BETA

Education | Serious Games Directory BETA | Games, gaming and gamification in Higher Education | Scoop.it
 

Games are changing the way children learn, helping them think differently and stimulating new ways people of all ages can use their minds. This section of the directory will list games created for use in schools and universities at home learning and vocational training.

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Serious Games Association

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

Membership in the Serious Games Association is open to developers, artists, programmers, publishers, project leads, administrators, faculty, human resource personnel, middleware and tool companies, service providers, vendors, researchers, analysts, marketing, advertising and public relations personnel, consultants and students.

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Believe in Gamification! [A Futuristic Short Film HD - by Sight Systems]

This nice video has great concepts of Gamification.

Gartner Group defines gamification as "the use of game mechanics in nonentertainment environments to change user behavior and drive engagement"

Gamification It's youthful, clever, and promises to transform mundane tasks into fun activities. It speeds up learning and increases productivity in the process.

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Unity’s Serious Business With Serious Games

Unity’s Serious Business With Serious Games | Games, gaming and gamification in Higher Education | Scoop.it

Unity may mostly be known for the focus on “fun and games.” But over the years the use of the platform has truly matured in the development of industry-defining game changers (pun intended) for serious games and virtual environments, from the military to education to medical.

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A game to become a game’s creator | Serious Game Blog

A game to become a game’s creator | Serious Game Blog | Games, gaming and gamification in Higher Education | Scoop.it

A game about creating games? Well that’s the wager that Greenheart Games took with its business simulationGame Dev Tycoon. A serious game giving you the chance to replay the history of video games from the 80’s until nowadays.


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Online Sites for Generative Play.

Online Sites for Generative Play. | Games, gaming and gamification in Higher Education | Scoop.it
"This paper proposes an alternative concept for thinking about engagement in online environments as a form of “generative play”.
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Gamasutra: Przemyslaw Szczepaniak's Blog - Let’s produce HTML5 games with a serious approach.

Gamasutra: Przemyslaw Szczepaniak's Blog - Let’s produce HTML5 games with a serious approach. | Games, gaming and gamification in Higher Education | Scoop.it

Most of gamers use to playing entertaining, funny, or not very engaging games. The aim of such games is pure relax and escape from everyday duties and efforts. But it doesn't work in all cases this way. Presently, we are seeing very fast growth of the mobile market with more and more variations of apps and games showing up to compete for interested customers. HTML5 gaming became one solution which can change the approach to game production. With the great advantage of cross platform features, HTML5 developer products can work on almost any platform we like. Any interactive standalone or mobile device with browser support can become a platform for HTML5 games. This potential can be used in many ways. Cross platform games can entertain, but they can also teach, help with experiments, or show new solutions to people of all ages. What I'm trying to prove here is that mobile gaming doesn't have to be only "a pig shooting contest", but it can also be a journey presenting a great experience for youngsters or allow exploration for the elderly who don't have as much experience as the younger generations.

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Friend, Fraud, Or Fishy | WiredAcademic

Friend, Fraud, Or Fishy | WiredAcademic | Games, gaming and gamification in Higher Education | Scoop.it
There's nothing wrong with liking likes and other gamification forms (more on this in minute). What isn't great is when they become an obsession or a much bigger reason for playing in a social app or social site than your friends.
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Gamification of E-learning for Corporate Sector - eLearningFeeds.com

Gamification of E-learning for Corporate Sector - eLearningFeeds.com | Games, gaming and gamification in Higher Education | Scoop.it
When the e-learning courses are dull, learners are bored and frustrated and hence learning does not happen and knowledge transfer does not take place...
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Rescooped by Kim Flintoff from :: The 4th Era ::
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8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios

8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios | Games, gaming and gamification in Higher Education | Scoop.it

An impressive collection of 8 infographics that yield a great deal of positive information about the outcomes of video game utilization. Quite an eye-opener. -JL


Via Jim Lerman
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Patricia Daniels's curator insight, July 16, 2013 11:31 AM

Eight video game infographics here. I scooped this for myself so I can read and reflect on it later. Some interesting points to think about!

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Serious Games-VE SIG | SIGs | The Society for Simulation in Healthcare

Serious Games-VE SIG | SIGs | The Society for Simulation in Healthcare | Games, gaming and gamification in Higher Education | Scoop.it
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Rescooped by Kim Flintoff from Serious-Minded Games
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Digital Pedagogy, Play, and Mass Collaboration | Duke Univ.

Digital Pedagogy, Play, and Mass Collaboration | Duke Univ. | Games, gaming and gamification in Higher Education | Scoop.it
Co-sponsored by GreaterThanGames and the PhD Lab in Digital Knowledge

Archived live-stream (also see selected tweets from the event at Storify)

 

Approximately 90 minute discussion featuring scholars Pet Rorabaugh and Jesse Stommel (editors of the Journal Hybrid Pedagogy). Presentation begins at approximately 4:15 on the video.

---

Please join us for an event on MOOCs (Massi


Via Jim Lerman
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Serious Play Conference

Serious Play Conference | Games, gaming and gamification in Higher Education | Scoop.it

At Serious Play Conference, developers, publishers, vendors and faculty from the leading universities offering serious game curricula come together to study market trends, evaluate the effectiveness of serious games and work to move serious game design to the next level.

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Serious Games Directory BETA |

Serious Games Directory BETA | | Games, gaming and gamification in Higher Education | Scoop.it

|The Serious Games Directory is published by the Serious Games Association, an international trade organization open to all professionals engaged in the serious games industry. Membership in the SGA is open to developers, artists, programmers, publishers, project leads, administrators, faculty, human resource personnel, middleware and tool companies, service providers, vendors, researchers, analysts, marketing, advertising and public relations personnel, consultants and students.

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UNESCO Office in Bangkok: SimAULA: Training our teachers through innovative methodologies based in serious games

UNESCO Office in Bangkok: SimAULA: Training our teachers through innovative methodologies based in serious games | Games, gaming and gamification in Higher Education | Scoop.it

SimAULA is a European Lifelong Learning Programme project aimed at offering a virtual medium for initial and lifelong teacher training. The project’s originality lies in the tool that its participants have designed, a simulation of the serious game variety which enables users (teachers in training, in this case) to put their skills into practice in an environment that faithfully recreates the reality of teaching. Additionally, as a simulation, SimAULA makes it possible to avoid the negative consequences that teachers’ actions could have in the context of a real classroom. Possibilities for SimAULA’s future development include enabling users to customise teaching scenarios, so that classroom activities can be steered towards work related to different values or ethical or social issues of interest within a given curriculum.

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