A new report released today reveals the results attempting to answer the question: do digital games and simulation help students studying science, technology, math, and engineering achieve better learning outcomes?
"It's time we talk about all the things games can do for us as a scientific, cultural, artistic and educational medium instead. It's better for society, it's better for creators and it's better for players.
"But to do that we need to really open up communication between people in the games industry and those who help shape the laws around it, we also need to facilitate more 'games for good' getting made, so when someone asks why videogames matter we have example after example to point to.
"I'm going to take the next year of my life to try to do this. I'm going to roll back all my other activities, outside of Extra Credits, and see if I can start to change the conversation around games."
"Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague."
A sprightly collection of over 125 articles on Games and Learning, from as early as today to going back to 2006. Features pieces by and about many leaders such as Constance Steinkeuhler, Drew Davidson, James Gee, Katie Salen, John Seely Brown, Mimi Ito, Cathy Davidson, dana boyd, and many others. This great publication will cease to produce new work sometime in late 2013 and begin to put out a new publication shortly thereafter.
“No TV until you finish that level.” Can you imagine? Recent research shows that video games, once considered public school enemy number one, might just be one of our greatest assets in delivering an effective...
"For their paper, “Mirrored Morality: An Exploration of Moral Choice in Video Games,” Dr. Weaver and his fellow researcher Nicky Lewis had 75 gamers (40 men, 35 women, ages 18 to 24) play Fallout 3, a game that starts with relatively little game play and multiple character-building decisions. These gamers also took the Moral Foundations Questionnaire (you can take the self-scorable test, here) to evaluate their psychological foundations of morality, such as whether they value loyalty to a group or whether they respect authority. From this, Weaver determined that players used their own moral foundation to make their choices in-game. The key finding was players largely made moral decisions just as they would in real life, that is, they were doing the right thing. Even when given the opportunity to be violent, they were choosing non-violent "acts.http://www.forbes.com/sites/carolpinchefsky/2012/11/28/you-and-your-videogame-avatar-are-more-moral-than-you-realize/