"A surprisingly large percentage of people have never even heard the phrase, let alone thought about how to manage theirs responsibly. Among students, the percentage is probably higher. We’ll talk about ways you can help students understand and manage their digital footprints before they get themselves in trouble.
The Definition Of A Digital Footprint
"Simply put, a digital footprint is the record or trail left by the things you do online. Your social media activity, the info on your personal website, your browsing history, your online subscriptions, any photo galleries and videos you’ve uploaded — essentially, anything on the Internet with your name on it. Digital natives like today’s students rarely think twice about putting their names on things online, so their footprints can be pretty wide.
"Luckily for us all, most of the major sources of personal information can be tweaked so we share only certain things with the general public. There are even some third-party bonus tools available to manage the parts of our digital footprints we might not know were there."
“IF…” is a chapter-based adventure game for the iPad that helps children learn social and emotional skills like how to manage difficult emotions, persevere through challenges, make healthy decisions, and show empathy and compassion. With each chapter, a child navigates a new “IF…” adventure, interacting with the powerful combination of storytelling and popular game-play mechanics to engage and motivate."
"Teachers and students are invited to be part of the development of Cyber STEM Academy
"The first prototype of Cyber STEM Academy is available online. This prototype has been created with activities for grades 5 and 6. A cyber school can be created for you with laboratories to support (1) Scientific / engineering process, (2) Heat transfer and measuring, (3) Robotics and elementary programming, and (4) Oceanography. Your personal cyber school also has a gymnasium and auditorium to experiment with physical sciences and acoustics.
"There is no obligation at all to have your own cyber school. You will only be contacted once in order to send you a username and password. Immersive 3D would like to make the development of Cyber STEM Academy open to the input and suggestions of the teaching community. We welcome your suggestions as we continue to develop this unique learning environment for teachers and students. Click on the Cyber STEM Academy"
"This mini-course introduces educators to the world of gaming culture through playing games critically and reflectively. Participants will live stream, record, and share their gaming sessions, making "Let’s Play" videos that focus on how gaming experiences relate to and affect classroom practice and the design of STEMx learning environments."
Regular readers of this blog already know that I care about education and the various forms learning takes. The release of Colloriffic made me realize that I haven't covered educational games in sometime though and thought ...
by Chiara Eva Catalano, Angelo Marco Luccini, Michela Mortara
"There is an increasing awareness about the potential of serious games for education and training in many disciplines. However, research still witnesses a lack of methodologies, guidelines and best practices on how to develop effective serious games and how to integrate them in the actual learning and training processes. The process of integration heavily depends on providing and spreading evidence of the effectiveness of serious games. In this paper we present an overview on the factors that make serious games effective in the perspective of maximizing the learning impact. Such recommendations are the result of an extensive survey of the current proposition of serious games in different application domains."
by Allesandro De Gloria, Franacesco Bellotti, Riccardo Berta
"Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player’s experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design. We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided."
I wanted to share this infographic with you this week, which gives a good overview of what gamification is all about. You may have read my article in March: ‘Gamifying the Classroom: 10 Inspiring Articles’. Well since then I have come across many more interesting pieces of reading about gamification and games based learning in education. As gamification is such a hot topic (in colleges and universities as well as for young children), I have formed a list of ten articles, below the infographic
"The Independent Games Festival (IGF) juries have announced the Main Competition finalists for its prestigious 16th annual awards, honoring the most influential and outstanding development in independent video games. The IGF has nominated over 30 extraordinary game titles released in the past year.
"Candidates for the 2014 IGF Awards were distributed to nearly 375 elite judges for evaluation. Expert juries specializing in distinct disciplines for each category then selected the IGF finalists following playthroughs and recommendations from the more than 650 IGF entrants. The numbers of entries haveincreased significantly from previous years, and are a testament to the growing popularity and importance of the IGF."
Every once in a while we come across a young person who sees with spectacular clarity and expresses with uncommon creativity and finesse that which many young people sense yet struggle to reveal. Suli Breaks falls into the former category and speaks for many in the latter one. Would that many more of our schools, their leaders, and policy makers come to the realization that, in today's world, successfully educating only a fraction of our young is not acceptable. What is required are new ways of conceptualizing what constitutes the ways of learning and the means of their delivery.
"Through my interest in the digital humanities, I’ve had the great joy of participating in THATCamps from time to time (one of which is specifically organized around the subject of games). What I discovered early on in my discussions with digital humanists in general was an interest in the use of games “as text.”
"I simply had never thought of games this way. I thought that in order to more effectively integrate play into our K12 curricula, we needed to make better educational games. An incredible number of my K12 colleagues presently feel the same way. These games would need to somehow keep up with the levels of development of the games rolling out to the XBoxes, PCs and mobile devices to keep up student interest. While I’m aware of a growing success in this strategy, I can see more benefit in the integration of commercial, “off the shelf” games in the K12 classroom."
"There are many outlets for reviewing research and development in the Serious Games sector. The MIT Education Arcade has a long history of innovation. One of its titles, The Radix Endeavor, is a massive multiplayer online (MMO) game to teach STEM, made in collaboration with Filament Games. The idea is that when a student masters the game, skills and knowledge are also mastered. The Serious Games Association aggregates and curates titles for K-12, higher education, business, health care and government institutions. Its portal is especially useful for teachers -- there are Serious Games for almost every discipline. Teaching about dystopian society? Check out Papers Please, a border agent role-playing game. Teaching civics? Try the games on iCivics orGovernment in Action. For more, check out the Serious Games Directory or attend the Serious Play Conference. Also worth visiting is the Serious Games Society, based in Europe. You can even sign up for the Serious Games Academy (I did!)."
ThingLink Custom Icon Sets are a new feature available to teachers with premium accounts. They offer a whole new layer of opportunities for using interactive images for teaching and learning. Think of Custom Icon Sets as visual labels that can be used to further define an image and provide a glimpse of the type of content to be explored behind the link.."
by Michael Kickmeier-Rust, Eva Hillemann, Dietrich Albert
"Gamification appears being a promising approach to utilize the strong motivational potential of “gaming” in classroom without suffering from shortcomings such as low efficiency, weak pedagogy, or maybe most importantly the high costs. In the context of a European project we developed a rather light weight tool for learning and practicing multiplications. The target age group of the tool is 6 to 8 years. To benefit from the motivational potential of games we used a “gamification” approach. Accordingly we designed and developed a game-like, attractive user interface and integrated aspects of competition. The system is capable of providing students formative, competence-oriented feedback in real-time. Tailored to the age group this feedback is presented in form of a ninja character. For an experimental comparison of the effects of different feedback modes, we realized the conditions (i) no feedback, (ii) written only right/wrong feedback, (iii) audio right/wrong feedback, and (iv) competence-based, smart formative feedback. We applied and evaluated the tool in Austrian classrooms and found some evidence for the motivational aspect of the gamification elements, in particular the scoring. We also found strong positive effects of an individualized and meaningful feedback about achievements and progress."
"On the Ground Reporter: Darfur is a news game that uses real world images and video footage in gameplay to engage players to learn about conflicts in Darfur. At the beginning of this game, the reporter, who is in the Netherlands, receives a phone call from the fictitious Studio Radio Darfur in London about an urgent reporting assignment in Darfur. After being briefed on the task, the reporter is sent to west Sudan and starts the reporting adventure in four areas. In each location or village, the reporter can walk around, interview people, and gather artifacts that may be useful for news stories. Once the player collects all the designated pieces of information, a news story about the situation in the area is published before the player moves on to next village."
Confronting conflicts and coping with them is part of social life. Indeed, conflicts seem to arise in almost every context and developmental stage of human life, from scuffles in schoolyards, to bullying in the workplace and to international warfare. While the question of whether conflicts are inevitable or not is disputed, there is widespread agreement that the current prevalence and lack of resolution to conflicts is incurring substantial cost to society at large. The personal and collective gains that follow conflict resolution have motivated scholars in the fields of law, education, organisational management, psychology and social science, among others, to advocate the use of pro-social mechanisms for resolution. Interventions that may impart individuals with experience in resolving conflicts will be of clear benefit to society.
The IJSG publishes original papers of significant and lasting value in all areas related to design, development, deployment and assessment of digital Serious Games (SGs). The journal encourages submission of manuscripts that enhance the theoretical foundations of game-based learning and SG design, show innovative technological solutions aimed to improve teaching and learning, and/or provide user studies about