Games, gaming and gamification in Higher Education
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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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Video of Chris Crawford's Copenhagen Lecture | Conference on Interactive Digital Storytelling

Video of Chris Crawford's Copenhagen Lecture |  Conference on Interactive Digital Storytelling | Games, gaming and gamification in Higher Education | Scoop.it

I gave the opening keynote lecture at the International Conference on Interactive Digital Storytelling in Copenhagen on December 3rd. Here is a version of that lecture.

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Gaming: Leveling Up Global Competence

Gaming: Leveling Up Global Competence | Games, gaming and gamification in Higher Education | Scoop.it
How online games can prepare students for the global knowledge economy.

Via Justine Crompton, danahawkins
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danahawkins's comment, August 14, 2013 2:04 AM
Definitely a great way of connecting with the younger generations. I first realised the teaching potential of games when I was teaching in Japan - I had several junior high school boys that would always bring new and extremely natural English into the classroom. I soon found out that they were playing online role playing games with a group of boys in the US, not only working together to a shared goal, but also orally communicating as a group. The American boys wanted to work with the Japanese boys due to their skill in the game, and the Japanese boys wanted to develop their English whilst sharing their techniques and knowledge with the other boys. I think if you give kids a hook they'll learn just about anything.
danahawkins's curator insight, August 14, 2013 2:14 AM

There is huge potential for gamification, particularly within EFL contexts (where English is not the native language of the country), as it opens up English communication to a global audience, connecting students with native English language speakers and speakers of all language proficiencies and accents. Depending on the game, students can develop all four macroskills (speaking, listening, reading, writing), and do so with the guidance of their peers, supporting a social constructivist learning style. As Justine mentions, these tasks allow for a complete redefinition of tasks, making gamification highly transformational within the SAMR framework.

April Ross Media's curator insight, January 25, 5:21 PM

ed-Tech TOPICS: Gamification & Instructional Design

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Emotional Learning Games Push Players to Deal in Reality Not Fantasy

Emotional Learning Games Push Players to Deal in Reality Not Fantasy | Games, gaming and gamification in Higher Education | Scoop.it
On the upper floors of the DigiPen Institute of Technology in Redmond, Wash., small teams of student game developers huddle together over monitors, clicking and tweaking visuals and game mechanics, taking their best shot at what is for some of them the first game they’ve ever developed.

At 22 and with three years of experience, Harrison Barton is a regular in the computer lab, designing two games since he enrolled in DigiPen’s Game Design program.
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How Nostalgia Is Ruining Video Games

How Nostalgia Is Ruining Video Games | Games, gaming and gamification in Higher Education | Scoop.it
The gaming industry can't seem to move beyond its lucrative, long-beloved franchises.
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Microsoft uses 'Minecraft' to teach your kid how to code

Microsoft uses 'Minecraft' to teach your kid how to code | Games, gaming and gamification in Higher Education | Scoop.it
Microsoft bets that kids want to learn programming when 'Minecraft' is involved.
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24 - Gamification World Congress (part 1 of perhaps a few?)

24 - Gamification World Congress (part 1 of perhaps a few?) | Games, gaming and gamification in Higher Education | Scoop.it
Reflections from Gamification World Conference 2015 This episode of Gamificationfredag is brought to you from the fourth annual Gamification World Congress held in Barcelona (Spain) on the 11th of ...
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Minecraft used to teach children molecular chemistry - BBC News

Minecraft used to teach children molecular chemistry - BBC News | Games, gaming and gamification in Higher Education | Scoop.it
Undergraduates at Hull University have created a new Minecraft world to teach molecular chemistry to schoolchildren.
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Asylum Jam 2015

Asylum Jam 2015 | Games, gaming and gamification in Higher Education | Scoop.it
Asylum Jam is now in its third year running, a 48 hour game jam in which developers are challenged to create a horror game without negatively stereotyping mental health or the medical profession.
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Games | Center for Games & Impact

Games | Center for Games & Impact | Games, gaming and gamification in Higher Education | Scoop.it
There are many powerful, entertaining games but not all of them have the same kind of impact. At the Center, we focus on games that provoke a change in the player or the world – change stimulated in part because of the player’s experience with the particular game. This area of our site features the Center for Games & Impact’s collection of impactful games. We’ve provided resources to help you understand a game’s impact as we understand it (for example, try downloading a game’s Impact Guide to complement your play experience with one of the games listed here).
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Documentary Games | MIT – Docubase

Documentary Games | MIT – Docubase | Games, gaming and gamification in Higher Education | Scoop.it

Documentary Games - The open documentary lab

 

The MIT Game Lab brings together scholars, creators, and technologists to teach, conduct research, and develop new approaches for applied game design and construction. Our mission is to explore, educate, and engage the public by creating groundbreaking games, interactive online courses, and new applications to real world challenges.
Contributors: Philip Tan, Kyrie Caldwell, Jesse Sell, Rik Eberhardt

 

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Adobe Generation Professional: Games Design | Adobe Education Exchange

Adobe Generation Professional: Games Design | Adobe Education Exchange | Games, gaming and gamification in Higher Education | Scoop.it

This five week course is aimed at introducing the key concepts of Games Design and offers the opportunity to create your first computer game using the latest Adobe Tools. Learn to create characters using Mixamo and Fuse, Adobe’s 3D character creation tools and learn the basics of Unity to develop your game. Finally, explore the best practices for integrating game design and Adobe tools into your curriculum.

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GAPS - Games and Professional Simulations research consortium

GAPS - Games and Professional Simulations research consortium | Games, gaming and gamification in Higher Education | Scoop.it

The Games and Professional Simulations research consortium brings together researchers, teachers, and tech developers to address today’s educational challenges. GAPS is led by the University of Wisconsin’s Epistemic Games Group, which develops virtual internships, assessment tools, and other innovative learning technologies. You can read more about GAPS and its members here.

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Digital Game-Based Learning: Still Restless, After All These Years

Digital Game-Based Learning: Still Restless, After All These Years | Games, gaming and gamification in Higher Education | Scoop.it
We have the evidence and the design tools to demonstrate that digital games are powerful learning tools. Whether we choose to take advantage of the opportunity before us is a completely different question.

Via Peter Mellow
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Epic Fail or Win? Gamifying Learning in My Classroom

Epic Fail or Win? Gamifying Learning in My Classroom | Games, gaming and gamification in Higher Education | Scoop.it
A teacher shares how she gamified classroom learning (including turning assignments into quests, and encouraging students to mod them), along with what worked and what didn't.
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Lego, Minecraft and teaching creativity on Blueprint for Living - ABC Radio

Lego, Minecraft and teaching creativity on Blueprint for Living - ABC Radio | Games, gaming and gamification in Higher Education | Scoop.it
What role does play have in encouraging creativity in adults, and can creativity be taught?
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How 2 simple role-play games can transform students into active learners | eSchool News | eSchool News

How 2 simple role-play games can transform students into active learners | eSchool News | eSchool News | Games, gaming and gamification in Higher Education | Scoop.it

Role-play enhances engagement and subject matter mastery. It’s also a lot of fun

Maybe you’ve seen them interacting at Comic Con in fantastic costumes or reenacting decisive Civil War battles down to the smallest detail. Whether you realize it or not, you’re probably more familiar with role-playing than you realize. In education, role-play-as-learning is a unique experience which enhances student engagement, social skills, interest, and mastery of subject matter. It’s an approach that can have some major benefits for students.

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Australia tops World Education Games science competition

Australia tops World Education Games science competition | Games, gaming and gamification in Higher Education | Scoop.it
Science has proven to be Australia’s strong suit in the World Education Games.

Held in October at...
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Personalized Learning and SEL: Why Meeting Students Where They Are Matters

Personalized Learning and SEL: Why Meeting Students Where They Are Matters | Games, gaming and gamification in Higher Education | Scoop.it

Now study after study is showing that social-emotional-learning (SEL) skills, such as empathy, self-regulation, and cooperation, may be even more valuable for students' short- and long-term success than academic content knowledge.


Via Nik Peachey
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Nik Peachey's curator insight, November 16, 2015 12:41 AM

Interesting read about the use of computer games to develop social emotional learning.

Dr. Theresa Kauffman's curator insight, November 16, 2015 10:10 AM

It is so important to meet the student's needs, whatever that may be, to improve learning goals. We must look at the whole child and not just the brain to meet their needs.

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Muzzy Lane To Launch Game Authoring Tools for Educators -- Campus Technology

Muzzy Lane To Launch Game Authoring Tools for Educators -- Campus Technology | Games, gaming and gamification in Higher Education | Scoop.it
Muzzy Lane Software is introducing its new set of tools that will let educators create their own games for their students in beta release and eventually wider distribution.
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Maggie Rouman's curator insight, January 1, 9:43 PM
Using games is a great way to assess learning and engage students in an online setting.
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People's Climate March

People's Climate March | Games, gaming and gamification in Higher Education | Scoop.it
Will you help create the biggest climate march the world has ever seen? Join us at the People's Climate Marches, November 27-29.
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graphite | Top Picks - Featured Landing Page

graphite | Top Picks - Featured Landing Page | Games, gaming and gamification in Higher Education | Scoop.it
Common Sense Graphite is a site by teachers, for teachers that helps you find the best educational technology resources and learn the best practices for implementing them in your classroom. Brought to you by Common Sense Media: Empowering kids to thrive in a world of media and technology.
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Steam Community :: Group :: Extra Credits EDU

Steam Community :: Group :: Extra Credits EDU | Games, gaming and gamification in Higher Education | Scoop.it
Extra Credits EDU Recommends
“Games suitable for aiding and enhancing learning in various educational settings. All recommendations are categorized by suggested subjects, minimum play length, and recommended teacher gaming experience ”
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Gamification And Game-Based Learning: Two Different Things - eLearning Industry

Gamification And Game-Based Learning: Two Different Things - eLearning Industry | Games, gaming and gamification in Higher Education | Scoop.it
Want to know why Gamification and game-based learning are two different things? Check the differences between Gamification and game-based learning.
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Welcome - PlayWrite

Welcome - PlayWrite | Games, gaming and gamification in Higher Education | Scoop.it
Another games writing site? Really?
Yes. Really.

PlayWrite was borne out of a desire to build a community of people who love to play games, who love to make games, and who love to think, talk, read and write about games.

PlayWrite is a community – your community.

Here at PlayWrite, we are a diverse bunch, we are developers, researchers, journalists, students, teachers, artists, and just about any other occupation you can think of; but we all have something in common, we all love games.

You don’t need to be a journalist or a games writer to write an article here. It is not meant to be a specific review site. Or academic critique. Or promotional bulletin board. Or anything specific like that. It can be any of those things, but moreso, it’s for just about anything as long as it’s related to gameplay or the games community.

So you want to write about the first time you played a video game? Perfect.
A feminist discourse analysis of The Last of Us? Perfect.
Pitching your game idea for community feedback? Perfect.
The new boardgame that you played with your kids last week? Perfect.
The new game that you are making and why? Perfect.
PlayWrite is written by everyone, for everyone.
You are very welcome here.
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The state of play – gamification in education is here

The state of play – gamification in education is here | Games, gaming and gamification in Higher Education | Scoop.it
Gamified systems are projected to become more and more prevalent in many aspects of our lives. Investigating the role that game-like learning tools could have in education, International Innovation outlines the positives and negatives of the ideas behind them
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