Games for Health Europe 2011 - Summary KEYNOTE: Ben Sawyer | Founder Games for Health KEYNOTE: Jan Vesseur | What's needed for succesful embedding of novel educational technologies KEYNOTE: Jan-Willem Huisman | 20 steps to a healthy health game...
>Learn Language: Using Interactive Fiction for digital game-based language learning"
I’m going to talk about the venerable all-text genre of video game known as Interactive Fiction (or text-adventures) and how they are an incredibly engaging way to promote reading for fluency and practice all areas of language.
My challenge to you in this article is this: Videogame-based Learning is expensive to design for the education sector, and it lacks flexibility and creativity; Game-based Learning can be cheap to design and is made more fun and valuable with...
I can't resist a documentary about competitive subcultures, like the amazing Word Wars and Wordplay - docs about Scrabble and crossword puzzles, respectively. Even better when I come across one that is both game-oriented and competitive.
Video games can be used to educate through repetition and feedback, but they can also have some less-than-positive side effects. Learn about how video games can improve the educational experience as well as hinder it.
Today’s 21st century students are not like their parents’ generation. Never before have we, as a civilization, experienced such a large generation gap — and the reason behind it is video games. Within the span of only one generation the world’s dominant form of entertainment has shifted from passive (TV, Novels, Comic Books, Theater, etc) to interactive. This represents a fundamental shift in individual interactions with the community, and other segments of society are struggling to keep up.