"NEW YORK, July 1, 2014 /PRNewswire/ -- The NYU Polytechnic School of Engineering announced today that Katherine Isbister, an associate professor of computer science, director of the school's Game Innovation Lab, and a member of the faculty of the NYU Game Center of the Tisch School of the Arts, has become a founding member of the executive board of The Higher Education Video Game Alliance. Fellow NYU Professor Jan L. Plass, of the Steinhardt School of Culture, Education, and Human Development and co-director of the Games for Learning Institute, will become a charter member of the group, and other members of NYU'sMedia and Games Network (MAGNET) are expected to become major participants in the alliance's activities.
"Launched today at the Aspen Ideas Festival, the alliance will provide a platform for leading academics to showcase the critical role video game programs are playing in educating and preparing students for the 21st century workforce. The group will afford its members, including professors and other campus leadership, an opportunity to share and highlight best practices, publish research, initiate and strengthen industry connections, educate, and engage policymakers and the media."
The Global Teacher Prize is an annual one million dollar award from the Varkey GEMS Foundation to be given to a super-special teacher. One innovative and caring teacher who has made an inspirational impact on their students and their community will receive the reward of a lifetime. If you’re a teacher, you can apply today. If you know a teacher who deserves to win the Global Teacher Prize, you can nominate a teacher.
"Summer break presents the perfect opportunity for students to dig into games and build skills that'll reap huge rewards when they return in the fall. Game making can be one of the best ways to get students thinking creatively while cultivating useful technical literacies, and there's a ton of absorbing tools that students won't tire of over the long break. Here are three options to choose from depending on the type of technology students have at home."
See on Scoop.it - Educational Technology News ”The days of video games being restricted to an after-school activity are quickly becoming numbered, as teachers continue to find fresh applications for game-based learning.
"More is a Shufflecomp game, based on a whole big batch of different songs. Structurally it reminded me quite a bit of Tea and Toast: both pieces give the player a task to perform in the foreground while simultaneously providing a slow drip of memories about a lover. It’s a way to get memory and emotion and interpersonal relationships into a parser game where all the main verbs are about picking up and moving objects. Not a trick that would work across the duration of a long game, but for both of these it works fine, I think.
"Cryptophasia is about a baker in a voiceless future space-faring society which dedicates a lot of its time to ASMR (short for Autonomous Sensory Meridian Response) videos — a whole genre of videos in which people tap things, rustle things, and whisper or speak softly to the viewer in order to trigger a physiological response. Even for people who don’t get the tingling head ASMR response (not everyone does), they’re often very relaxing — which is why it’s possible for a 20-minute video of someone folding towels or tapping fake nails on a wooden box to have hundreds of thousands of views. A few ASMR videos have a plot, but that’s not really the point."
"In Galactic Mappers, a social studies game about physical geography, students compete in teams to create the most geographically diverse continent in a shared hemisphere. This group mapping project encourages students to collaborate, design, iterate, and present a finished product in a single class period."
Involve and motivate your students into the process of online learning with the help of gamification. Check what gamification is, and what gamification techniques you can use as online educator to make your digital classroom more interesting for your online students. Check the following 9 techniques that will help you gamify your digital classroom.
"The 11th Annual Games For Change festival took place in New York City as part of the Tribeca Film Festival. Games For Change is a different kind of video game festival, one where video games that aim to implement social change take center stage. So-called “serious games” and “social impact games” are the focus..."
"Each year, I go to Games For Change because it is the place where game developers that are truly pushing the boundaries of video games showcase their work. At the festival, we see games that reimagine the act of gaming–what can it do? What can it mean? We see games that think critically about learning, teaching, playing, and storytelling.
Cognitive Architect at The Elisabeth Morrow School in NJ
Minecraft is a little indie game that has taken the world by storm and has many wondering why children seem to be "obsessed" with this game. Given the enthusiasm surrounding this game, it is no surprise that educators are exploring ways to bring Minecraft into the classroom. Join us for our community’s next webinar to learn what happens when students are given the opportunity to design within a platform they love. Marianne Malmstrom, Cognitive Architect at The Elisabeth Morrow School in NJ, will share how play, agency, and autonomy can be leveraged with Minecraft to create learning spaces that are dynamic and relevant. She will show us how learning is naturally embedded in Minecraft game play and how children playing in this space are engaged in a highly sophisticated mode of learning that taps into creativity, collaboration, design thinking, and problem solving. Hear about the series of Minecraft challenges that were created for the students at Marianne’s school - including “Escape To Morrow,” an original Minecraft game which took the collaborative effort of students spanning grades 3-6 over one year to create. Join Marianne on April 24th to learn how to start using Minecraft as a game design engine with your students.
"Below I've curated a gigantic list of my favorite sites/apps for Game-Based Learning (a.k.a Gamification). The resources vary from drill and practice to all-out epic adventures in 3D virtual worlds, to help "gamify" a classroom. I hope you enjoy exploring this list as much as I have enjoyed creating it. Entries are in alphabetical order."
"After watching my students play Minecraft for the past few years, it has become obvious to me that they gain so much from game play. It provides a space for them to connect, to be and to grow as young men and women. It completely delights me when I hear how supportive they are of other players, taking on roles of mentors, community builders and leaders. Demonstrating in each instance behaviours that are often not openly captured easily in face to face interactions by their teacher or other significant adults. Behaviours that identify strong values and beliefs around equity, fairness, trust and acceptance of difference.
"Having opportunity to watch without impacting on their game play is truly remarkable. We have a dynmap (dynamic map, a map of the Minecraft server worlds that shows where they are and their in-game conversations) set up so I can do this without interrupting their play, without impacting with my presence. They are all aware that I use it to watch, and I do say hi, as I believe it is important that they know I’m around. By using the dynmap it just means I’m not physically appearing in the game, so their play is not impeded by me. This vantage point has enabled me to see the value games have in a learning context with regard to self esteem building, negotiating ones way around social interactions and building resilience. As a result of this, I was particularly interested in attending the paper presentations on Social/Emotional Skills."
"Google Education announced another service targeting teachers across the globe. Google Educator Groups (GEG) is a program that wants to support communities of educators, online as well as offline and aiming to help teachers to learn, share, and inspire each other to meet the needs of their students through technology solutions, both in the classroom and beyond.
"Google Educator Groups are essentially personal learning networks (PLN) that use Google+ as its backbone. The local GEGs are organized by volunteers and entirely independent from Google.
"At launch there are 51 GEGs across the world with USA, Romania and the Czech Republic having the most local groups established. GEGs offer different activities to learn and share with like minded educators. Teachers connect online via discussions and Hangouts or in the real world through meetups, workshops and other events."
"I found him parked in front of his Xbox, playing Grand Theft Auto IV. Rather than embed lessons inside the plot of a role-playing game, The Social Express uses brief webisodes that target specific situations and model appropriate behavior, CEO Marc Zimmerman says."
"Last month, the Institute of Play released a 160-page whitepaper on successfully designing and implementing video games as classroom assessment tools. It is widely hoped that the Institute's study, along withfurther research by SRI, will prove conclusively that cognitive skills are significantly improved by playing educational video games. This was not news to the math education community, which has known about the benefits of games in the classroom for a long time. Back in 2004, a study by Tisa Lach and Lynae Sakshaug had already shown that middle school students made significant improvements in algebraic reasoning, spatial sense, and problem-solving abilities after playing biweekly sessions of popular tabletop games such as Connect Four, Mastermind, Rush Hour, and Guess Who."
"We’ve put together a template for you to download so you can do your own game evaluations. It includes a quick sample analysis of Knowledge Guru as well as a blank sheet for you to copy and use as you evaluate many different games. Here’s a few games to consider analyzing:"
"We are pleased to announce the Learning Revolution Conference, online and free, April 21 - 25, 2014. Our goal is to bring together people who are thinking about learning from our important learning places: the school, library, museum, work, adult, online, non-traditional, and home learning worlds.
"We want to explore and bridge the conversations about learning that are common to these worlds, including: learning theory, learning practice, learning science, learning space design, and technology for learning. The Internet is shifting the boundaries of these worlds and we believe that they will increasingly overlap and integrate. We also believe that conversations across these boundaries are critical to framing and preparing for the learning revolution starting to take place.
"The first three days of the event will have evening (US Time) keynote speakers. The final two days of the conference will include as well a full set of traditional conference sessions during the day.
"The conference will be held in multiple languages and time zones. Everyone is invited to participate in this FREE event designed to foster conversations about learning from often-separate fields: school, library, museum, work, adult, online, non-traditional, and home education.
"To be kept informed of the latest conference news and updates, please join the Learning Revolution network. You do not need to join this network to attend, but doing so will also allow you to correspond with the presenters and other members, and to comment on sessions and discussions."
Andy Petroski, Director and Assistant Professor of Learning Technologies,
Harrisburg University of Science & Technology
The multiplayer classroom is a technique to incorporate game elements into course design. The course is the game! The multiplayer classroom movement started in 2010 with Lee Sheldon, who was a professor at Indiana University at the time. Professor Sheldon's pursuit of integrating a game experience into the classroom resulted in a book, The Multiplayer Classroom: Designing Coursework as a Game, which has guided hundreds of educators to design their courses as games. In our community’s next webinar, Andy Petroski will share his experience with a recent course re-design from a standard format to a multiplayer classroom format. Andy also will present an analysis of student feedback as well as other case studies beyond his own course re-design. Join us on May 21st to learn about experiences with implementing the multiplayer classroom.
Presented by Kae Novak, Chair for ISTE SIG Virtual Environments and project lead and designer for the Games MOOC, and Instructional Designer for Student Engagement and Assessment at Front Range Community College; with Chris Luchs, Associate Dean for Career Technical Education in the Colorado Community College System
Do you play games? Maybe Bejeweled, Candy Crush, or even Fruit Ninja? Is it your guilty little pleasure? It doesn’t have to be – play and games can be an integral part of your professional development. In our community’s next webinar, Kae Novak and Chris Luchs will tell us about an online community of global educators who game and network across multiple platforms. They will illustrate several projects and collaborations the educators have engaged in as well as upcoming opportunities for collaboration, professional development, and events. Kae and Chris also will share about “Inevitable Instructors,” weekly webinars in World of Warcraft, Minecraft, and other MMORPGs. We’ll also hear about the concept of the metagame, online spaces where learning happens outside the game. Gamers worldwide participate in metagames where tacit knowledge is converted into explicit knowledge through live-streaming gameplay, videos, discussion boards, elaborate tutorials, and probability simulations known as theorycraft. Join Kae and Chris on March 25th to learn about play as professional development.