Serious-Minded Games
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Serious-Minded Games
Games with a purpose, and how they get created
Curated by Jim Lerman
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Rescooped by Jim Lerman from Game Based Learning (GBL) - Serious Games!

28 Free eBooks On Game Programming!

28 Free eBooks On Game Programming! | Serious-Minded Games |
Dive into the world of game programming with these 28 free ebooks! Have fun!

Via Official AndreasCY, Maria Margarida Correia, Lia Terzidou
Official AndreasCY's curator insight, November 3, 2013 12:24 AM

Ever wanted to create all those super awesome games? Here are 28 free ebooks on Game programming!

Agora Abierta's curator insight, November 20, 2013 2:18 AM

Entramos en la vorágine de la creación de videojuegos. Habrá que estar a la altura un con toda esta información.

Scooped by Jim Lerman!

Kids & Digital Games

Kids & Digital Games | Serious-Minded Games |

description by EDSurge

"Can't get enough of our recent gaming guide? Here's another great resource on games and learning from the folks at MindCET, the Israeli edtech innovation incubator and research lab. (Learn more about them here.) The report, "Kids & Digital Games," offers an overview of the works of Katie Salen, James Gee and other thought leaders in the field, asks notable edtech industry "grownups" about their gaming experiences, and most importantly, explores findings from a survey of 1,019 Hebrew and Arabic-speaking kids. Check out some of the highlights here."

Jim Lerman's insight:

Free registration required to download full report from MindCET. Very good report; lots of information synthesized succinctly.

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Rescooped by Jim Lerman from Into the Driver's Seat!

MIT Unleashes New Online Game for Math and Science ~ Mind/Shift

MIT Unleashes New Online Game for Math and Science ~ Mind/Shift | Serious-Minded Games |

by Katrina Schwartz


"Now, a group of researchers in MIT’s Education Arcade are trying to harness the power of MMO games to teach high school students to think like scientists and mathematicians. Their game, The Radix Endeavor, is designed to be an educational game, and capitalizes on the interactions students can have as a way to build their knowledge and skills.


"Radix, as it’s known, is aligned to the Next Generation Science Standards for biology, focusing on topics like genetics, evolution, ecology and human body systems. In math, the game is aligned to the Common Core and has particular focuses on algebra, probability and statistics, as well as geometry. The researchers worked with Filament Games and are funded by the Gates Foundation for the three-year project."

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Rescooped by Jim Lerman from Into the Driver's Seat!

5 Tips to Successfully Gamify Your Classroom or School ~ Getting Smart

5 Tips to Successfully Gamify Your Classroom or School ~ Getting Smart | Serious-Minded Games |

by Jessica Slusser


"At the Serious Play Conference this week we heard numerous educators, administrators, and game designers talk about their history and experience with gaming in the classroom. The three themes around most of the discussions were how to select games, how to get other teachers or administration on board, and lesson/classroom planning. Here’s the top 5 tips for diving headfirst into the gaming world."

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Rescooped by Jim Lerman from :: The 4th Era ::!

Researchers See Video Games as Testing, Learning Tools | Education Week

Researchers See Video Games as Testing, Learning Tools | Education Week | Serious-Minded Games |

by Benjamin Harold


"Forget No. 2 pencils, or even the new computer-based common-core exams that have schools across the country scrambling.


"Researchers at the University of Wisconsin-Madison are convinced the tests of the future will look like Crystals of Kaydor, a role-playing video game about aliens.


"Designed to measure children’s learning in real time while rewiring their brains to help them be more empathetic, Crystals offers a potentially transformative response to two cutting-edge questions now being debated in the world of testing: whether digital games can effectively blur the line between instruction and assessment and how educators can better gauge children’s social and emotional skills.


“Our job is to provide compelling examples of what assessments can be,” said Constance Steinkuehler, an associate professor of education and former White House policy analyst who co-directs Games+Learning+Society, a center based here that is dedicated to designing and studying video games."

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Epidemic: Learning Games Go Viral | Jenson | Journal of the Canadian Association for Curriculum Studies

Epidemic: Learning Games Go Viral | Jenson | Journal of the Canadian Association for Curriculum Studies | Serious-Minded Games |

by Jennifer Jenson, Nicholas Taylor, Suzanne de Castell


"Our user-testing, we argue, signifies a further innovation in the field of educational game design, leaving behind the clichéd concern over 'what did you learn today' in favor of focusing on when and how laughter, engagement and attention are most at work. Taken together, these innovations instantiate an approach to digitally-mediated learning that construes and practices assessment differently than in traditional education (and in educational technology design), which are more concerned with propositionally identifiable learning outcomes.  In the case ofEpidemic, however, we are more concerned with how play-based learning design can best support the cultivation of responsible and critically-informed attitudes towards public health."


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Rescooped by Jim Lerman from Into the Driver's Seat!

The Future Of Storytelling (Free MOOC) ~ iversity

The Future Of Storytelling (Free MOOC) ~ iversity | Serious-Minded Games |

"Together with a whole network of media researchers, creators and students we will:
- learn storytelling basics such as antagonist/protagonist relationships, narrative/narrated time, ...
- have a look at exciting current media projects
- analyze how they are designed and executed based on aforementioned basics
- and discuss how (and if) new online tools and formats change the way stories are told and perceived.

The 8-chapter course starts on October 25th, 2013 and ends on December 20th, 2013.

It will offer weekly video material, lessons, interviews and tasks on the following topics (not necessarily in this order):
- storytelling basics
- serial formats (on the TV, web and beyond)
- storytelling in role-playing games
- interactive storytelling in video games
- transmedia storytelling
- alternate-reality gaming
- augmented reality and location-based storytelling
- the role of tools, interfaces and information architectures in current storytelling.

Our first Storytelling-MOOC will focus on fictional formats.

"Our goal is to inspire and help understand. To broaden our horizon of what is and might be possible and what has already been attempted, and what has succeeded or even failed - and why.
In several little tasks you'll analyze and practice storytelling on your own and in teams."

Jim Lerman's curator insight, September 15, 2013 5:17 PM

This MOOC will be led by a team based at the University of Potsdam, Germany

Rescooped by Jim Lerman from Scriveners' Trappings!

Building Social Skills and Literacy Through Gaming -

Building Social Skills and Literacy Through Gaming - | Serious-Minded Games |

by Justin Marquis

"The brain, it seems, does not make much of a distinction between reading about an experience and encountering it in real life; in each case, the same neurological regions are stimulated. Keith Oatley, an emeritus professor of cognitive psychology at the University of Toronto, has proposed that reading produces a vivid simulation of reality, one that "runs on minds of readers just as computer simulations run on computers." Fiction — with its redolent details, imaginative metaphors and attentive descriptions of people and their actions — offers an especially rich replica. Indeed, in one respect novels go beyond simulating reality to give readers an experience unavailable off the page: the opportunity to enter fully into other people’s thoughts and feelings."
(Your Brain on Fiction, 17 March, 2012)

"The immediate thought prompted by this talk of "vivid simulation of reality," and being able to "give readers an experience unavailable off the page," was that video games do this too. In fact, they could provide a more richly interactive experience than reading because they have the capability to adapt for individual users and to provide branching scenarios based on different inputs. So the question is, can video games accomplish the same objectives that the authors are attributing to reading fiction?"

Via JackieGerstein Ed.D., Bonnie Bracey Sutton, Jim Lerman
Chris Carter's curator insight, July 28, 2013 9:01 AM

Refreshing counterpoint to fears.

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Valve introduces Pipeline, a program for teens seeking careers in the gaming industry ~ joystiq

Valve introduces Pipeline, a program for teens seeking careers in the gaming industry ~ joystiq | Serious-Minded Games |

by Mike Suszek


"Valve recently introduced a program called Pipeline with the aim of providing guidance for high schoolers that are contemplating a future in video games. Pipeline will host content in the form of videos and a forum that will answer commonly-asked questions about careers in the gaming industry.

"Pipeline is an experiment to see if we can take a group of high school students with minimal work experience and train them in the skills and methods necessary to be successful at a company like Valve," the site notes. Pipeline is currently nothing more than a video and FAQ, but that will certainly change in due time."

Bonnie Bracey Sutton's curator insight, August 30, 2013 9:31 AM

This is a great sight. Thank you JIm!!

Scooped by Jim Lerman!

Mind games: why NeuroGaming is the future | VG247

Mind games: why NeuroGaming is the future | VG247 | Serious-Minded Games |

"A few weeks ago Zack Lynch, managing director at leading neuro-technology firmNeuroInsights orchestrated the world’s first NeuroGaming conference in San Francisco, which brought together leading names in sensory gaming, therapy and innovation under one roof.


"Together academics discussed the evolution of control within the games industry and how when combined disparate sensory control methods including – but not exclusive to – emotion tracking, sweat monitoring, eye and head tracking, motion control, smell receptors and VR headsets will usher in a sea change across the board.


"I recently spoke with Lynch about the state of innovation in console gaming today, and how studies in sensory control will spark the next big thing for the industry. Having published a seminal book called The Neuro Revolution: How Brain Science is Changing Our World, he has seen the field of neuro-software grow rapidly over the years. He told me the sector is on the cusp of realising greatness in the way we design and control games."

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Rescooped by Jim Lerman from Eclectic Technology!

Getting the Facts on Game Based Learning (INFOGRAPHIC)

Getting the Facts on Game Based Learning (INFOGRAPHIC) | Serious-Minded Games |
The Knowledge Guru team knows how effective serious games and game based learning are, that's why we've developed an entire learning game engine focused on making game based learning easier to impleme...

Via Beth Dichter
Florence MOZZO's comment, August 9, 2013 12:10 AM
Thank you for this infographic and the sources you used, the importance of having fun while learning seems to increase in education. Good news !
Ines Evaristo's curator insight, August 21, 2013 3:53 PM

Una buena infografía que resume estudios con resultados del efecto de los videojuegos en el aprendizaje de la educacion superior, cosa que no habia visto mucho.  Además, el inicio es bastante claro, hacer un videojuego "serio" o educativo es doble reto: lograr los objetivos de aprendizaje propuestos y diseñar un gameplay igualmente divertido, motivador, estimulante... es la diferencia entre un videojuego educativo de un juego didactico.

Taryn Coxall's curator insight, October 8, 2013 7:24 PM

This article gives great insight into the upcoming phenominon of "Game Based Learning".Although i have never seen it in my practises, after reading abit about it, i believe game based learning is something i would incoperate into my own classroom. Game Based learning provides a stimulating and engaging way of learning for children on a wide range of educational areas and topics. It is proven through this approach to learning students aremore likely to become motivated to learn, become increasingly engage and excel in their learning. 
Although many peoleay belive an "old school" approach to teaching is best, i feel it is highly necassary to kepp up with the fast moving pace of technology on offer, and use theseresources to help student in the classroom. Most learners that i have come aross are kinaesthetic learning, being one myself i can see how these games will help a variety of different learners and create opportunity for divergent thinking.

great resource which has iven me great insight.  

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The Quest for Employee Engagement | with Elise Olding from Gartner | Engaging Leader

The Quest for Employee Engagement | with Elise Olding from Gartner | Engaging Leader | Serious-Minded Games |

"Elise Olding, a Research Director at the tech research firm Gartner, has predicted that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. Her areas of focus include organizational change, communications strategies, and emerging trends in employee engagement from a hands-on practitioner view. Elise provides research on a worldwide basis, advising clients on best practices to achieve sustainable change and business transformation.


"In episode 14 of the Gamer Changer podcast series, we discussed 4 tips from Elise’s research for applying gamification within the enterprise. In this episode of Engaging Leader, Jesse and Elise discuss:

-What neuroscience shows about the reasons gamification is a powerful engagement strategy

-Why leaders may need to gamify their employees’ work, even though it seems like it should be intrinsically interesting

-How gamification can help keep people engaged over time, when they otherwise might get burned out on repetitive tasks

-How gamification can help employees maintain line of sight between their specific work and the overall purpose and goals of the organization".

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