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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Sketching across the design process

By Ray DeLaPena

 

"This workshop presents an accessible framework for understanding sketching to help communication, understanding, and problem solving. 

"I propose that every kind of sketching activity falls into one of three categories, and in this workshop we will cover these three modalities; thinking, talking, and showing. 

"For each type of sketching we cover: 
- Who it helps 
- What it is 
- When it can help 
- Why you don't need to "know how to draw" to use it 
- How to be prepared to use it 

"You don’t even need to know how to “draw” to learn and apply the methods covered here. After attending this session you will be more comfortable with and better prepared to recognize opportunities where sketching can be used to increase communication and understanding with clients, stakeholders, coworkers, as well as all by yourself, as you work through problems and come up with solutions"

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Jim Lerman's curator insight, April 25, 2013 12:40 AM

A very nicely done preso on visualizing the design process by sketching. To me it's actually about the great power of graphic organizers to facilitate understanding.

 

And, even though it's on slideshare, you can learn from it because it was conceived to be read -- no lamenting the absence of a soundtrack. Great job.

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Moving Learning Games Forward: Obstacles, Opportunities, & Openness

From the introduction:

 

"The notion of using video games for learning causes some to cringe, others to leap for joy, and many to ask questions about this learning medium. These questions often come from people and organizations that are
considering delving into the world of learning games but don’t know if this is advisable or don’t know where to start. The goal of this paper is to answer those questions about learning games and to help plot a path for people and organizations interested in developing or fostering the development of video games for learning. The paper starts by making a case for learning games grounded in principles of good fun and good learning. From there the paper explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place. In order to address the concerns of those who see “edutainment” as a dead market, the paper analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. As there are many applications of games related (more or less) to learning games, the paper lays out the ecology of games with a purpose beyond play. Much of the rest of the paper establishes principles and best practices for moving the field forward in a positive direction. The paper should provide a good grounding in the field and both motivate and inform those wanting to participate in this rapidly growing domain"

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How I turned my classroom into a ‘living video game’—and saw achievement soar | eSchool News

How I turned my classroom into a ‘living video game’—and saw achievement soar | eSchool News | Serious-Minded Games | Scoop.it

By Joll Barker

 

"In 2011, after 14 years of teaching, I decided to transform my second grade classroom into a living video game. The inspiration for this was the book,Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal. McGonigal’s message is that the monotony of classroom routines can be deadening to kids, that individuals are wired to need brain stimulation, and that even the most straightforward games can provide that.

 

"How to keep the attention of students is an ongoing topic of conversation among educators. But as McGonigal points out, when they’re interested in something, kids demonstrate a powerful ability to maintain focus on even the most challenging tasks. Case in point: video games, which are so challenging that players fail 80 percent of the time—and yet are still motivated to persevere. If we can tap into even a fraction of this energy and enthusiasm, I thought, then we can effect the kind of educational transformation called for in the 21st century.

 

"I began the transformation of my classroom by looking at the curriculum and writing storylines that would challenge students to solve science, technology, engineering, and math-related scenarios. For example, one such storyline under the reading content area is, “Explain how two given scientific conclusions are similar, and identify which of the scientists we’ve studied might have written these conclusions based on textual evidence.”  A math example storyline is, “How are fractions connected to the concept of multiplication?”

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Gaming linked to greater emotional well-being during aging, according to study - Polygon

Gaming linked to greater emotional well-being during aging, according to study - Polygon | Serious-Minded Games | Scoop.it

Gaming linked to greater emotional well-being during aging, according to study Polygon Older adults who regularly play video games may be happier than their non-gaming contemporaries, according to a recent study from North Carolina...


Via Deepti Sachdeva
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Mobile Media Maker Camp for Educators - Summer 2013

Mobile Media Maker Camp for Educators - Summer 2013 | Serious-Minded Games | Scoop.it

Organized by my good friend Lucie deLaBruere

 

BECOME A MAKER OF MOBILE MEDIA

CREATE MEDIA ON YOUR IPAD OR FOR YOUR IPAD

JULY 15-19, 2013

 

 

Become a Maker of Mobile Media Create Media on Your iPad or for Your iPadJuly 15 - 19, 2013 Mobile devices are changing the way we consume interactive media providing us with increasingly rich resources for teaching and learning. This summer, why not learn to create your own rich and interactive mobile media for teaching and learning while enjoying beautiful Burlington, Vermont.  Making mobile media will not only enhance your own teacher created resources, but it will also provide you with the skills and confidence to guide your students through the process of learning by making movies, music, podcast, ebooks, and mobile games. 

At Mobile Media Maker Camp, you won't just walk away with an APP List  -  you will roll up your sleeve and  use your iPad to  

 

MAKE Books - not just read them

 

MAKE Music - not just listen to it

 

MAKE Videoes - not just watch them

 

MAKE Games - not just play them

 

MAKE Art - not just appreciate it

 

Mobke Media Maker Camp ;will also feature sessions that use a combination of tablets and computers to

 

MAKE an eBook using iBooks Author

MAKE an iTunesU Course

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Serious Games: Changing the World with Transmedia

Serious Games: Changing the World with Transmedia | Serious-Minded Games | Scoop.it

"Social impact gaming is now a mature community and movement that can't be ignored, with bridges to other communities such as independent film and documentaries."


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Rescooped by Jim Lerman from Games: Serious and Social
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> ARG Design Links : ARGology

> ARG Design Links : ARGology | Serious-Minded Games | Scoop.it

Links and resources about ARG games


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Jim Lerman's comment, April 14, 2013 10:17 AM
ARG=Alternate Reality Games
Rescooped by Jim Lerman from Games: Serious and Social
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Game-making environments | Making Games in Collaboration for Learning

Game-making environments | Making Games in Collaboration for Learning | Serious-Minded Games | Scoop.it

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callooh's curator insight, December 14, 2012 8:04 PM

A collection of game making tools

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Summary of a Literature Review on The Effectiveness of Instructional Games by Robert Hays | Kapp Notes

Summary of a Literature Review on The Effectiveness of Instructional Games by Robert Hays | Kapp Notes | Serious-Minded Games | Scoop.it

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callooh's curator insight, January 21, 2013 5:48 PM

On the importance of instructional design in the development of instructional games--although you might think this one is a no-brainer, time-and-time again, it's lacking. Build in time for debriefing and in the design process, lots of play-testing (another often omitted step)

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Critical-Gaming Network - Game Design 101

Critical-Gaming Network - Game Design 101 | Serious-Minded Games | Scoop.it

By Richard Hakem Terrell

 

"Before you start designing your own games, mods, or levels, it is important that you have a firm understanding of the game design basics. This includes understanding the heart of the video game medium, mechanics, interplay, variation, and counterpoint. On top of this, it wouldn't hurt to become familiar with the critical theories I've developed.

 

"So if you're looking for an entry point into the level of discourse within the Critical-Gaming Network, a place to start developing your critical-eye, or seeking a crash course in game design then here is where you start.


"First of all, if you can get your hands on a copy of the book Half-Real by Jesper Juul, read it cover to cover. This book jump started my journey into developing Critical-Gaming. The foundation and language Half-Real builds is indispensable. After reading the book, make your way through these articles."

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David W. Deeds's curator insight, April 14, 2013 7:53 AM

Thanks to Jim Lerman.

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New Udemy course on Stencyl | Stencyling Around

New Udemy course on Stencyl | Stencyling Around | Serious-Minded Games | Scoop.it

By Joe Dollvo

 

"Richard Sneyd, an experienced game design lecturer and course coordinator atClane College in Ireland, is running a brand new Udemy course entitled “Create your First Computer Game with Stencyl.”


"At present time, the course is divided up into seven sections, consisting of 39 lectures and three quizzes, covers a variety of basic and advanced topics, and culminates with students creating a full game, complete with physics and destructible environments. He plans on adding more material as time goes on.


"For a limited time, Richard is offering a 50% discount on the course exclusively to all Stencyl users by using this coupon link.


Item written 4/11/13

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Debates about Gamification and Game-Based Learning(#GBL) in Education

Debates about Gamification and Game-Based Learning(#GBL) in Education | Serious-Minded Games | Scoop.it

by Justin Marquis Ph.D.

 

There is a tendency in life to see things in absolutes. Sensationalist media thrives on the love/hate, friend/enemy, smash hit/trash it dichotomy. The proposition of including games in the classroom at any level is no different. There are those who love the concept and are all in for redesigning entire classes, curriculums, and even whole schools that are focused on game-based learning (GBL),  such as Quest to Learn and the Playmaker School. There are also those who think that games and gamification have little value in education. In reality, however, those who are really using games for learning such as Susan Bohler (stay tuned for our upcoming Google+ hangout where we’ll discuss this very issue) know that, like any innovation, games must be deployed in a measured and systematic way that maximizes their benefits while minimizing the negative consequences. That said here is a look at the possible ways in which games detract from students’ educational experiences, and a consideration of the value added through gamification.

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BRINGING GAME-BASED LEARNING TO SCALE: THE BUSINES CHALLENGES OF SERIOUS GAMES

BRINGING GAME-BASED LEARNING TO SCALE: THE BUSINES CHALLENGES OF SERIOUS GAMES | Serious-Minded Games | Scoop.it

From the paper

 

"Beginning with Jim Gee’s recognition of bona fide learning processes in his andhis son’s video-game playing [1], and propelled to public recognition through BenSawyer and David Rejeski’s launching of the Serious Games movement[2] and itsattendant conference, the use of video games to teach academic content has nowreached a level of national interest. Game-informed learning is now the basis fora new urban school serving grades 6-12 [3]; numerous colleges and universitiesoffer game design courses [4]; engineering professional societies have launchedmember sections devoted to games [5]; a recent issue of Science magazinefeatured several articles on virtual-world and game-based learning [6];foundations have recently poured millions of dollars into research on games andlearning ($50M from the MacArthur Foundation alone [7]), and the venerableNational Academies, as evidenced by this volume, has begun to hold workshopson the topic."

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re-mediating assessment: Digital Badges and Games for Impact

re-mediating assessment: Digital Badges and Games for Impact | Serious-Minded Games | Scoop.it

By Daniel Hickey

 

"It has been almost a year since the 2011 kickoff meeting of the MacArthur Foundation’s Badges for Lifelong Learning Initiative.  What a fascinating year.  It finished off with some really interesting meetings with some of the most innovative minds in education and learning.  I have learned a lot about how digital badges and other new technologies might help assess, motivate, recognize, and evaluate learning.  In the next few posts, I want to share some of the things I learned and discuss some of the issues that have come up.  In this post, I want to consider the potential of digital badges for re-igniting educational videogaming, and reiterate the central affordance of digital badges.  I also want to tell everybody to go see The Art of Videogames at the Smithsonian before it goes on tour."

Jim Lerman's insight:

A thoughtful piece that touches on numerous topics of concern to the serious gaming community. Several excellent links to additional material as well.

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Nick Kristof Takes Social Good Gaming to the Next Level | Mashable

Nick Kristof Takes Social Good Gaming to the Next Level | Mashable | Serious-Minded Games | Scoop.it

"Nick Kristof thinks social good needs a new marketing campaign.

 

"At the 2012 Social Good Summit, The New York Times columnist and humanitarian spoke about how big businesses and products seem to have smart and successful marketing strategies, but important world issues like poverty and clean water never get the publicity and attention they deserve.

 

"People flinch at the idea of marketing for those [issues] because marketing sounds like something companies do," Kristof said. "But it's so much more important to market about issues of life or death."

 

"Kristof's frustration with the lack of widespread knowledge about important issues defended his other claim about humanitarian work — that it's not easy to make a change. "There's no silver bullet," he said.

 

"But Kristof managed to discern the secret weapon, of sorts, to impacting change: education. Mainly, educating women and girls, he said, adding that its not about quantity of education but quality".

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Raging Machines: Compressorhead, the First Robot Rock Band | Think Tank | Big Think

Raging Machines: Compressorhead, the First Robot Rock Band | Think Tank | Big Think | Serious-Minded Games | Scoop.it
The robot band cannot replicate the punk attitude of the Ramones or the soulfulness of B.B. King. Yet.

 

By Daniel Honan

 

"Compressorhead's performance is controlled by MIDI (Musical Instrument Digital Interface) and electro-pneumatic valves that are synchronized with the robots' head-banging movements. Their repertoire includes Motorhead‘s "Ace of Spades," Led Zeppelin's "Whole Lotta Love," and, appropriately enough, in the video below, Rage Against the Machine's "Bullet in the Head."

Jim Lerman's insight:
This one's maybe not quite so serious...just yet.
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The 18 Greatest Gaming Scholars of All Time - Online Universities.com

The 18 Greatest Gaming Scholars of All Time - Online Universities.com | Serious-Minded Games | Scoop.it

"While new technologies have made games an ever more prevalent and talked-about part of everyday life, the creation, development, and study of these forms of games, especially in learning, is really nothing new. Some of the best and brightest minds in engineering, education, sociology, and computer science have been analyzing how to build, improve, and understand games for several decades. Their research has helped to yield games that are more effective (not to mention fun) than ever and that reflect our changing relationship with technology. If you’re interested in delving into some of the scholarship that continues to shape gaming today, these gaming scholars’ work is an excellent place to start. Here are 18 gaming greats (in no particular order) whose research has been critical in building and understanding games.

Note: Due to popular demand, we’ve added Ian Bogost as No. 19 on this list. Sorry for the oversight!"

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Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare

Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare | Serious-Minded Games | Scoop.it
Too often the suggestion of using games and virtual environments in an educational setting is met with skepticism and objections.

Via Yann Leroux, Pierre Levy
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Rescooped by Jim Lerman from Games: Serious and Social
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Google Launches Ingress, a Worldwide Mobile Alternate Reality Game

Google Launches Ingress, a Worldwide Mobile Alternate Reality Game | Serious-Minded Games | Scoop.it

Google Launches Ingress, a Worldwide Mobile Alternate Reality Game


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Rescooped by Jim Lerman from Games: Serious and Social
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Video Games Archives - TeachThought

Video Games Archives - TeachThought | Serious-Minded Games | Scoop.it

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callooh's curator insight, January 4, 2013 9:01 PM

A collection of articles on using video games in education

Martijn Koops's curator insight, January 5, 2013 6:10 AM

een verzameling artikelen over het gebruik van video games in de klas

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CivCraft Wiki

CivCraft Wiki | Serious-Minded Games | Scoop.it

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callooh's curator insight, April 10, 2013 8:32 PM

 CivCraft is a multiplayer, server-side modification to Minecraft that allows individuals to band together to build towns and civilizations

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Collaborative LEarning GAme DEsign Environment | Classroom Aid

Collaborative LEarning GAme DEsign Environment | Classroom Aid | Serious-Minded Games | Scoop.it

When developing Serious Games (SGs) for academic purposes, not only is there a budgetary challenge, but there is also the challenge of integrating enough educational value without sacrificing the fun characteristics. Various participants have to collaborate to balance all the important elements : project manager, cognitive specialist, domain experts, storyboard writer, artistic director, pedagogical expert, programmers…

 

"LEGADEE (LEarning GAme DEsign Environment) is a free authoring environment that helps game designers and teachers design Learning Games that are fun and educational. This open source environment was designed and developed in 2012, during Iza Marfisi-Schottman‘s doctorate at the LIRIS lab in France, directed by Franck Tarpin-Bernard and Sébastien George."

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David W. Deeds's curator insight, April 14, 2013 7:55 AM

Note the FREE part. ;)

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Gamasutra: Gary Dahl's Blog - Irrational Play and Design

Gamasutra: Gary Dahl's Blog - Irrational Play and Design | Serious-Minded Games | Scoop.it

By Gary Dahl

 

"Dan Ariely’s 2009 Ted Talks have accumulated over 3 million views. They captured my imagination and compelled me to read (and love) his book Predictably Irrational. So in early 2013 when I saw that he was teaching an online class through coursera.org, I registered without hesitation. After two weeks of class, I decided to write up how these lessons relate to my experience as a game designer. I’m leaving each week’s material within Prof. Ariely’s outline. I’ll then summarize the main point(s) and relate them to lessons in game design.

 

"Before jumping into the first week’s materials, I’d like to quickly establish the connection between game design and behavioral economics (the subject of Dan’s ted talks, book, and coursera class). The critically acclaimed computer game designer Sid Meier is often quoted for saying that games are a series of interesting decisions. Behavioral economics is focused on how and why people choose to make the decisions that they do. I’m finding that behavioral economics informs both my understanding of how players approach decisions in games, and how I myself am making game design decisions."

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