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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.
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."
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."
"Together with a whole network of media researchers, creators and students we will:
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):
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.
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."
"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
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.
"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."
"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".