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Games Win Big in Education Grants Competition | The White House

Games Win Big in Education Grants Competition | The White House | Serious Gaming- Serious Gamers | Scoop.it

Posted by mark DeLoura and Edward Metz

 

"Today, the U.S. Department of Education announced the final winners of this year’s Small Business Innovation Research (SBIR) contract awards—funds that are reserved for entrepreneurial small businesses using cutting-edge R&D to develop commercially viable technologies to solve tough problems.  And there’s something that may surprise you about the winning contracts: More than half—or 12 in all—are for games and game-related projects, more than in any previous year. That says a lot about the increasingly creative field of educational games, and the growing base of evidence indicating that games can be an important and effective component of our strategy to prepare a highly skilled 21st century American workforce."


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Digital Learning and Grit:Tech Tools for Teachers in Flipped (and all) Classrooms | Tech & Learning

Digital Learning and Grit:Tech Tools for Teachers in Flipped (and all) Classrooms | Tech & Learning | Serious Gaming- Serious Gamers | Scoop.it

By Laura Minnigerode

 

An examination of specific digital games and apps that can be used to advance learners' development of grit, perseverence, and tenacity. Nice overview with good links. -JL


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GoGo Labs

GoGo Labs | Serious Gaming- Serious Gamers | Scoop.it

from the website

 

"GoGo Labs is a disruptive learning technology lab based in beautiful Boise, Idaho.  Our mission is to empower, inspire and engage teachers and students using quest-based learning, and game-like learning communities.  

 

"Using participatory innovation, we design learning systems that support transformational change within the learner, the organization, and society.  Educational transformation requires an understanding of how humans learn as individuals, and as part of a larger social system.  We design engaging interfaces, authentic learning activities, and innovative online communities to personalize learning for students and their teachers, the key individuals in the learning exchange.  Next, we layer in analytic tools and data visualizations that provide other stakeholders, such as parents, principals, superintendents and policymakers the information they need to make informed decisions and stay on top of progress.  Finally, we constantly examine learning analytics in the background to keep improving our systems so they become more intelligent for users over time.  By creating these linkages between research, policy, and the practice of learning, we can disrupt current educational practices that no longer meet the needs of today’s learners."


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Learning by Designing Games (with useful resources, #GBL)

Learning by Designing Games (with useful resources, #GBL) | Serious Gaming- Serious Gamers | Scoop.it
by Justin Marquis Ph.D., first published on OnlineUniversities.com When people think of gamification or game-based learning, they most often envision a classroom with students sitting at computers, playing games.

Via Maria Margarida Correia, OFFICIAL ANDREASCY, Jeffrey Earp, Jim Lerman
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Jeffrey Earp's curator insight, June 6, 2013 4:58 AM

Interested in learners' (collaborative) game making? Then check out
the European MAGICAL project http://www.magical-project.net/. It has
- a community library of game making tools for learners http://amc.pori.tut.fi/game-building-tools/ and
- a community bibliography on Mendeley http://www.mendeley.com/groups/1932391/magical-collaborative-game-design-for-learning/papers/

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Proof of Learning: Assessment in Serious Games | Gamastura

Proof of Learning: Assessment in Serious Games | Gamastura | Serious Gaming- Serious Gamers | Scoop.it

by David Michael and Sande Chen

 

"In Houston, Texas, a new hire steps onto a simulated offshore drilling platform and rehearses safety protocols. In Washington, D.C., a firefighter surveys a digital raging forest fire and chooses locations for trenches and firebreaks. A soldier in Iraq prepares for an upcoming mission using a detailed simulation of the urban battlefield. And a high school student in Portland, Oregon, manages the political campaign of Abe Lincoln as he tries to beat out Rudy Giuliani in the presidential elections of 2008.


"Games and game technology are poised to transform the way we educate and train students at all levels. Education and information, skill training, even political and religious beliefs can be communicated via video games. But these games and repurposed game technology, collectively called "serious games," have yet to be fully embraced by educators.

  

"It's not enough to declare that "games teach" and leave it at that. Teachers aren't going to hand out a game to a bunch of students and simply trust that the students have learned the material.

 

"Serious games, like every other tool of education, must be able to show that the necessary learning has occurred. Specifically, games that teach also need to be games that test. Fortunately, serious games can build on both the long history of traditional assessment methods and the interactive nature of video games to provide testing and proof of learning."


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Jim Lerman's curator insight, June 21, 2013 11:34 PM

A wide-ranging and well-considered examination of assessment as it relates to use of serious games for learning. I learned a good deal from reading it.

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5 Things Video Games Do Better Than Any Other Forms of Art

5 Things Video Games Do Better Than Any Other Forms of Art | Serious Gaming- Serious Gamers | Scoop.it

Winston Rowntree:  "What the hell can games do that books and interpretive dance can't? A lot, it turns out."


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Sandrine Delage (Borgé)'s curator insight, June 23, 2013 1:17 PM

Ce dessin illustre la notion d'"expérience utilisateur" !

OomphMediaGarage's curator insight, June 23, 2013 10:03 PM

Gaming is a great way to experience a story in a variety of ways, often choosing the story you would like to experience based on a set of given boundaries. Kind of like a choose your own adventure book, but typically with better graphics. that is not to say, however, that gaming replaces books, performance art, theatre, etc. Convergence isn't replacement.

malek's curator insight, June 28, 2013 3:12 PM

Step Outside the Narrative, true.

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Best Game Mobile winner DragonBox+ | Serious Games Showcase & Challenge

Best Game Mobile winner DragonBox+  | Serious Games Showcase & Challenge | Serious Gaming- Serious Gamers | Scoop.it

posted by sgschallenge

 

"Serious Games Showcase & Challenge 2012 Best Game Mobile winner, DragonBox+ by WeWantToKnow AS, was given a 5 out of 5 Best rating by the online magazine graphite, which focuses on digital learning products.  Graphite rates products on three learning dimensions:  engagement, pedagogy and support.  Graphite is a free service from Common Sense Media that helps teachers find, understand, and share the best digital learning products available."


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Jim Lerman's curator insight, June 25, 2013 6:06 PM

For teaching Algebra in grades 4-8.

 

Portion of rating from Graphite magazine

 

"DragonBox+ teaches kids algebra in a refreshing and unique way. Ten chapters get increasingly complex, and drag-and-drop simplicity teaches kids to solve, balance, and reduce multi-variable equations and overcome fears about learning math. Kids get introduced to an algebraic concept with cute cartoons of baby dragons and nonintimidating language. For instance, the fact that integers in equations can be canceled out by their negative counterparts is called a "night card" or opposite. Players must then balance equations, and they can't make a move until they put the identical card on the other side. As the level progresses, pictures are gradually replaced with numbers and variables, but the actions (like canceling out and reducing fractions and isolating X) become rote and mesmerizing."

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Mobile Learning: Effective Anytime, Anywhere Education | eSchool News

Mobile Learning: Effective Anytime, Anywhere Education | eSchool News | Serious Gaming- Serious Gamers | Scoop.it
Mobile learning is growing by leaps and bounds, and mobile learning devices are no longer restricted to the classroom.
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Why gamification is changing the face of 21st century education

Why gamification is changing the face of 21st century education | Serious Gaming- Serious Gamers | Scoop.it
How can we make learning easier and more likable with the help of technology? Speakers at Skillshare's first ever Penny Conference discuss ways we can redefine education, from the way we think about learning to distributing and accessing education.
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How Games Help Students Embrace Failure

How Games Help Students Embrace Failure | Serious Gaming- Serious Gamers | Scoop.it

Games, in contrast, depend on failure to teach. They literally push players to the edge of their ability and knowledge; then the best games change or adapt when a level is reached to push players further. In order to succeed, players must encounter and overcome obstacles both large and small along the way. These disappointments teach students to persevere and foster creativity and adaptability – invaluable skills in our hyper-connected, fast-paced, global economy. Here is a look at some of the ways failure helps students and how games support this valuable learning opportunity.


Via Nik Peachey, Jim Lerman
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Ariana Amorim's curator insight, May 20, 2013 7:32 AM

Main Topics in this piece:


The Benefits of Failure – What Does it Teach Us?

Games and Failure – How Games Use Failure to Support Learning

Choosing Games for Learning in Higher Ed

Barbara Truman's curator insight, May 20, 2013 7:37 PM

Great article that beyond collaboration and also leads to crowdsourcing used in the Fold It game. Digital science, digital artistry, digital citizenship.  

Maria Marcela Rinessi's comment, May 22, 2013 9:55 AM
excelente gracias por compartirlo!!
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Training teachers through innovative methodologies based in serious games

Training teachers through innovative methodologies based in serious games | Serious Gaming- Serious Gamers | Scoop.it

When using the SimAULA platform, the teacher in training controls an avatar that interacts with student avatars (controlled automatically by SimAULA) in a virtual classroom, where lessons are taught and a series of situations liable to arise in a face-to-face environment are played out. By way of a specific example, the first version of SimAULA features a simulated biology class in which the teacher avatar has to help student avatars fulfil various learning goals.


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Karen Johnson's curator insight, January 21, 2013 4:12 AM

In the future this could be be very useful for disciplines other than teaching.  I wonder if it will be flexible enough to replace some aspects of what we currently do in virtual worlds.

ElizabethHS's curator insight, January 25, 2013 10:32 AM

This re-Scoop from Nick Peachey. Looks like an interesting simulation/game.

marenas's curator insight, March 18, 2013 7:30 AM

SIMAULA, Formación de profesores a través de metodología basada en juegos

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Gallup.com - The Gallup Blog: What Works in Schools Is Real Work

Gallup.com - The Gallup Blog: What Works in Schools Is Real Work | Serious Gaming- Serious Gamers | Scoop.it

by Brandon Busteed

 

"The best type of curriculum for preparing students for the workforce is one that focuses on real-world problem-solving. It sounds simple, but for the first time, we have clearly established a link between students learning 21st century skills and future work success.

"The results of a Gallup/Microsoft Partners in Learning/Pearson Foundation study show that young workers in the U.S. who reported learning 21st century skills in their last year of school are more likely to say they have higher work quality. In fact, those reporting high levels of 21st century skill development in school are twice as likely to have higher work quality compared with their peers who had low 21st century skill development.

 

"In the study, the 21st century skills include knowledge construction, real-world problem-solving, collaboration, self-regulation, skilled communication, technology, and global awareness. Of all these,real-world problem-solving is the most important factor of higher work quality. Positive responses to the following two items have the strongest link to work quality:

“Worked on a long-term project that took several classes to complete”“Used what you were learning about to develop solutions to real-world problems in your community or in the world”

 


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Videos from Games for Change Festival 2013 | Games for Change

Videos from Games for Change Festival 2013 | Games for Change | Serious Gaming- Serious Gamers | Scoop.it

16 presentation and panel discussion videos from the Games for Change Festival.


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Gamekit - Become a Great Game Creator

Gamekit - Become a Great Game Creator | Serious Gaming- Serious Gamers | Scoop.it

Via Ana Cristina Pratas, Colene Hardy, FEED THE TEACHER, kathyvsr, Jim Lerman
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Susan's comment, June 25, 2013 7:47 AM
This is a great task for language learners. Very rich in vocabulary, critical thinking, concise clear information...
Ricard Garcia's curator insight, June 25, 2013 7:47 AM

Really useful. Nice way to make students deal with processes and instructions, and also creativity!!! Thanks for the good scoop, Sue Dreger!!!

M. Van Amelsvoort's curator insight, June 25, 2013 7:23 PM

Looks interesting but needs to be investigated...

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The 50 Best Videos For Teachers Interested In Gamification - Edudemic

The 50 Best Videos For Teachers Interested In Gamification - Edudemic | Serious Gaming- Serious Gamers | Scoop.it
Gaming in education is a really big deal, and a very fun way to get students more involved and interested in education.
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What’s the Difference Between Games and Gamification?

What’s the Difference Between Games and Gamification? | Serious Gaming- Serious Gamers | Scoop.it
Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital...
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Ten Actions ALL Parents Can Take to Help Eliminate Bullying | Education.com

Ten Actions ALL Parents Can Take to Help Eliminate Bullying | Education.com | Serious Gaming- Serious Gamers | Scoop.it
Parents have the power to help eliminate bullying from their children's lives forever.
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Jane McGonigal: Gaming can make a better world | Video on TED.com

TED Talks 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.
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