"We talk a lot about games based learning and gamification based on or around computers and technology in some way. But of course, games don’t have to be computer based and offline games and play can be extraordinarily powerful learning tools as well. Here is a list of 20 computer free game resources to teach a variety of age groups a variety of things. A lot of these are from parents, but will act as great inspiration to teachers. Please post any ideas you have or any tried and tested games you have used with your children or students in the comments."
"That’s why I don’t think of Inside as just an educational game – what Tom Cole aptly dubbed “a game with an educational skin” – but more like an interactive museum. It’s based almost exclusively in historical fact; I’ve changed most of the names, but the vast majority of the situations that players encounter – from cosmetic surgery to the Rescue of the Lost Battalion to the Tule Lake Uprising - are documented in historical accounts and court cases. Much of the game’s content is also adapted from novels written by internees like John Okadaand Hiroshi Nakamura; in those cases, it’s not about whether the events really happened or not, but about understanding what and why those authors would choose to fictionalize – and about exposing their novel literary styles to the larger audience that they so greatly deserve.
"But ultimately, I have a more wide-ranging goal: that Quest (the software which I used to design Inside, generously made available by the folks at textadventures.co.uk) will be integrated into all sorts of classrooms, especially in Literature and History courses. Because interactive text games have an incredible amount of potential as educational resources, a potential which has gone largely untapped. As an instructor of English at UCLA, one of the biggest difficulties I and my fellow teachers face is getting undergraduates to think about literature as something to be engaged with, not just passively read. When you are trying to get a group of 18 year olds to read Shakespeare or Chaucer, and especially when you’re asking them to write an essay about these canonical authors, you often immediately sense the trepidation and anxiety: “What do I, a lowly undergrad, have to say about a famous text that’s been written about five million times before? Everything’s already been said!”
"In contrast to other game tools, GameSalad does not require a developer to know any programming. It has a drag-and-drop user interface that a developer can use to string together the elements of a game, from art work to sound. The tools are part of a larger trend of the democratization of technology, which allows everyone from YouTube film makers to artists to become self-made creators."
Playing educational video games either competitively or collaboratively with another player can enhance students' motivation to learn, a new study has found.
"While playing a math video game collaboratively - as compared to playing alone - students adopted a mastery mindset that is highly conducive to learning, researchers said.
"Moreover, students' interest and enjoyment in playing the math video game increased when they played with another student.
"The findings point to new ways in which computer, console, or mobile educational games may yield learning benefits.
"We found support for claims that well-designed games can motivate students to learn less popular subjects, such as math, and that game-
based learning can actually get students interested in the subject matter and can broaden their focus beyond just collecting stars or points," said Jan Plass, a professor in New York University's Steinhardt School of Culture, Education, and Human Development and one of the study's lead authors."
"I make alternate reality games: games that are designed to improve real lives or solve real problems. I've been making ARGs since 2001 -- and you can watch trailers for a dozen of my favorite ARGs ...
"Dr. Travis speaks about his work over the last ten years of putting into educational practice the simple but profound idea that the players of video games are exactly like the Homeric bards who sang the Iliad and the Odyssey into existence 2500 years ago. That insightful connection has led him to develop a form of game-based learning that he calls "practomime." Rather than trying to make school fun by adding games, he turns courses and curricula themselves into missions to save the world."
"Games are very important for learning and James Paul Gee has empirically proved this in his wonderful book " What Video Games Have to Teach Us about Learning and Literacy". Gee argues that games,particularly video games, require the players to learn and think in ways at which they are not adept. He further states that games provide a life enhancing experience for learners and they also revolutionize the routinized ways of learning through fusing learning and play. You can learn more about Gee's book in this post I have published a few months ago.
"Regarding the importance of games and why they are good for learning, I am sharing with you the graphic below which visualizes some of the pluses of playing games for learners. Check it out and share with us what you think of it."
"Quandary, an award- winning ethics game, has launched an app for iOS and Android tablets. Quandary promotes critical thinking, perspective-taking and ethical decision-making. The game was produced by Boston-based media and learning company, FableVision Studios."
"This week, our team at Launchpad Toys is excited to announce an exciting new partnership with the teachers of MinecraftEdu and share what we believe to be a powerful model for educators and developers to co-construct social learning spaces – both inside and outside the classroom.
"We call our project “Toon Academy: Minecraft.” It’s like Khan Academy, but “for kids, by kids” to create “How Toons,” teaching each other tips and tricks they’ve learned in Minecraft. Our goals are three-fold:
Engage kids in self-reflection about what they’re learning through play. Minecraft is a remarkably open-ended tool that teachers are using to explore a broad array of curricula from Physics to Free-Market Economics. As they prep their “How Toons,” our kid-creators hone their understandings as much as they would through a science report or a five-paragraph-essay, but in a way that’s both accessible and shareable.
Foster strong presentation skills. Throughout the app and the accompanying materials (a “Mission Plan” for the classroom and a “Toytivity” for home), we walk kids through our own tips and tricks for blending a strong presentation with a good story. From boardroom slide decks to Kickstarter videos, presentation skills are paramount in today’s creative workforce – and a great story is the foundation of a great presentation.
Curate a vast library of kid-created “How Toons” freely accessible to the world. Until October 17, we’re hosting a contest to find the best Minecraft lessons on ToonTube. The contest is open to every Toontastic creator (download Toontastic: FREE or Toontastic: All Access) and the cartoons created can be watched online by anyone in the world."
"I am trying to cut pollution while maintaining my city's energy supply. I've bulldozed the coal plant too soon, without realizing that the brand-new solar plant has a variable output. Industry, and therefore revenue, is being squeezed by the power cuts--meaning I don't have the money to upgrade or add an additional wind plant. As mayor of this 3-D cityscape, I'm feeling about as effective as Toronto's Rob Ford.
"SimCityEDU: Pollution Challenge!, the game I'm playing, debuted last week. For those who played SimCity in the 1990s or 2000s, this PC-based game feels familiar; it's built on the same bits but radically simplified into chunks that take no more than 10 minutes to play, with specific tasks for the player to complete. But what makes SimCityEDU different from other video games, even other video games that have been modded for educational use, is that while middle school players are figuring out how to play this game, the game will be figuring them out right back. As they are zoning neighborhoods or planning school bus routes, the software is gathering detailed evidence about their thinking processes and skills, and whether they're engaged or bored."
"Where do videogames fit into this picture? Researchers at the University of Innsbruck led by psychologist Tobias Greitemeyer decided to see if videogames could turn schadenfreude into empathy. They build on the knowledge that violent videogames reinforce violence and can engender aggressiveness. The games they used in their study rewarded the opposite behaviors. Participants, students in their late 20s, played a version of "Lemmings," a videogame in which the player helps otherwise doomed creatures find ways to escape their fate. Participants in another condition played "Tetris," a neutral game. The participants spent 10 minutes playing the game in the assigned condition. Then they read a brief vignette about the misfortunes of billionaire heiress and actress Paris Hilton in which she was sent to jail after one of her many parole violations. Greitemeyer and his colleagues then tested participants to see how much schadenfreude they experienced.
"Even the brief exposure to the cute and cuddly Lemmings game led participants to feel lower levels of schadenfreude after reading the Hilton story. However, the participants weren't just less likely to experience antisocial reactions. When these same people read other stories about regular people who suffered from misfortune (romantic break-up, fractured leg), they scored higher on an empathy scale assessing how compassionate, sympathetic, and soft-hearted they felt.
"More video games are coming to the classroom thanks to SimCityEDU, a new generation of the seminal simulator built to help aid students in developing "real-world problem-solving skills." This news comes on the heels of the announcement of KerbalEdu, a classroom version of the wildly addictive Kerbal Space Program.
"GlassLab, the team behind this new initiative, explains a bit about the new program. "SimCityEDU: Pollution Challenge! acts as a powerful teaching tool for educators, integrating learning and assessment aligned to Next Generation Science and Common Core Standards in the same experience. Designed for middle school students, the game encourages students to think critically about the challenges facing modern cities and the world around them. In the game, students play the role of “mayor,” addressing issues of environmental impact in a virtual city while maintaining employment levels and citizen happiness."
Designed specifically for kids, Hopscotch is an open-ended, single-player iPad app, similar to Scratch, that simplifies the creation of animations, stories, and games by breaking down the complex programming of sprites and text into intuitive and...
"Some of the most important subject areas and activities we want students to learn are the very ones that are left out of many schools: the arts, computer programming, and learning to make things by hand.
"Until such time that schools provide these essential skills to all students, certain individuals and organizations are stepping in to fill the void. We met a few of these changemakers who are bringing these essential tools to students recently at the Big Ideas Fest in Half Moon Bay. Here are their stories. Perhaps their work and influence will make progress towards bringing these skills from outside the school system to where it belongs."
"Literacy remains one of the central aims of schooling but the ways in which it is understood are changing. The growth of the networked society and the spread of information and communications technology has brought significant changes to traditional literacy. This project aims to improve understandings about new forms of literacy as they appear in digital popular culture (computer games); and about the ways in which young people engage with them. It aims to find ways to use this knowledge to strengthen the teaching of print and multimodal literacies and will provide theoretical models and practical resources to do so.
"The project is investigating the ways in which English and literacy education might benefit from examining popular digital culture, and the ways in which young people make use of it, to improve the teaching of print and multimodal forms of literacy. It takes computer games as examples of global, ICT-based popular culture, where meaning is built from multimodal elements, and where young players have to be actively learning and involved in order to play. Working with English teachers and secondary students who are computer games players, the project addresses five main questions:"
I write tutorials and articles to help game developers, both on my main site (a set of links I’ve collected and articles I’ve written since 1990) and on my blog. The main audience is independent, student, and hobbyist game developers.Popular (but older) pages: (see image above)
I write tutorials and articles to help game developers, both on my main site (a set of links I’ve collected and articles I’ve written since 1990) and on my blog. The main audience is independent, student, and hobbyist game developers.
The technical frame behind airECONsim made it possible to create a second site very fast, offering shorter games for teaching economics. These games are free, ready to play and there is no registration. Teachers simply choose the game they want to run, enter the number of players and the game can start
"Our research has shown a range of benefits associated with playing video games, whatever their content.
"We have shown improvements in mood, reductions in stress, and feelings of competence and autonomy resulting from playing video games.
"Our studies of play with others have revealed benefits for young people in terms of social wellbeing and feelings of relatedness.
But importantly, we have also found co-operative video game play to be associated with increased brain activity for younger people.
"More broadly, using a well validated measure of mental health and wellbeing, we have found evidence that for adult players, a positive impact on wellbeing resulted from playing video games with other people.
"In a randomised controlled trial with a clinically depressed sample of adults, the positive influences of video games have been shown to include a reduction in tension, anger, depression and fatigue and increase in vigour."
Sharing your scoops to your social media accounts is a must to distribute your curated content. Not only will it drive traffic and leads through your content, but it will help show your expertise with your followers.
How to integrate my topics' content to my website?
Integrating your curated content to your website or blog will allow you to increase your website visitors’ engagement, boost SEO and acquire new visitors. By redirecting your social media traffic to your website, Scoop.it will also help you generate more qualified traffic and leads from your curation work.
Distributing your curated content through a newsletter is a great way to nurture and engage your email subscribers will developing your traffic and visibility.
Creating engaging newsletters with your curated content is really easy.