"While more teachers are using digital games in the classroom, how they decide which games to use and why is less standardized, according to a teacher survey of 694 K-8 teachers by the Games and Learning Publishing Council called Level Up Learning: A National Survey on Teaching with Digital Games."
Freeplay is an independent games festival held last weekend at Melbourne's ACMI. On Saturday, its tenth anniversary, it held its first ever showcase featuring demos of a dozen new independent projects. These are the 12 reasons we should be excited about the future of the Australian video games industry. Push Me Pull You There are…
In this workshop, you will begin a journey into an exciting and evolving area of gamified design. You will be able to explore the basic processes used to create enjoyable, engaging and motivating systems, and understand how to implement them. Participants will gain a better understanding about the concept of gamification and how to design more meaningful gamified systems by working in their Persona groups to create a paper prototype of a gamified system.
NEW YORK (Reuters) - If your kids are chattering non-stop about things like emeralds, pickaxes and creepers, you may have a unique opportunity to turn a video game addiction into a life lesson about money.Minecraft,
Karen Miller's insight:
A great article which outlines the way players learn about finances and economics through playing Minecraft.
This project was funded by the Australian Government Office for Learning and Teaching to evaluate and promote pedagogies that enhance the learning outcomes of online simulations in business and related fields. Business simulations offer authentic learning experiences that mirror real world problems and enable students to practise and develop graduate capabilities, technical skills and strategic decision making skills. Emerging technologies along with increased bandwidth have created new opportunities for online simulations and provide improved flexibility and portability for students. However, online simulations are not effective unless they are embedded within a pedagogic framework that optimises learning outcomes. The resources provided by this project are designed to demystify the process of embedding an online simulation into the curriculum.
Not exactly. Gamification is "applying typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity." Great classrooms often use both.
Every day in my classroom, I'm using the essentials: gamification elements, reward systems, and game-based learning. I've already covered 5 Ways to Design Effective Rewards for Game-Based Learning. Let's learn how to pick the games.
The human body’s immune system works as a complex network whose different parts coordinate to fight off a wide range of threatening pathogens. But educators run into challenges bringing textbook teaching about the immune system to life. Ink and paper just don’t do justice to explain the complexity and the interactivity of the immune system at work.
Scientists have teamed up with game developers and engineers to develop a new game that shows – and teaches – how the immune system works. ImmuneQuest, the latest example of games in education, was developed with financial support from the National Science Foundation.
Students playing ImmuneQuest experience the interconnectivity of the body’s immune system by taking on the roles of the different parts of the immune system, fighting off invading microbes and viruses. The idea is for students to learn by doing. Students control immune characters, each expressing its own immunological actions. Players start with macrophages – the immune system’s first responders that are the first to encounter microbes in the body’s tissue. If these first responders are overrun, the body sends reinforcements in the form of neutrophils. Every time a player unlocks more immune system upgrades in the game, the player gets new immune cells to help overcome invading microbial threats.
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
An interesting implementation of gamification as far as I can see. There are some strengths in the ability for students to create interactions... and in the hands of a good teacher can probably be leveraged to engage learners.
The first impression though is that its simply adding a competitive layer to drill and test... and I suspect many users will stay at that rather superficial level.
I can see there could be some good uses in preservice teacher education for looking at game and gamification dynamics.
A really interesting and very successful experiment in developing Twitter literacy. "Our thesis was three-fold: that Twitter vs. Zombies would function as a lightning-fast version of a connectivist MOOC; that it would build a community of engaged players who would co-develop the game; and, foremost, the players would learn more robust ways to use Twitter".
Blooms Taxonomy was developed in 1956 and was used to help classify the difficulty associated with questions asked during assessments, ultimately being transformed into a “system” for classifying various learning outcomes. But how do serious games tie in with Blooms Taxonomy?
This week gamesandlearning.org along with the Institute of Play will be reporting on how games are changing the way new and current teachers learn to teach and what that means for the use of games in the classroom.
The proven efficacy of games in helping students learn has yet to fully surmount skeptical attitudes among educators, but the motivational aspects of games are enticing, as are the futuristic apps and cross-cultural connections that new devices make possible.
Kim Flintoff's insight:
We have been working on the ARLE initiative for a large part of this year.