"A Seattle man thinks he's found a more engaging way for dyslexic kids to read through a new app that combines eBooks with video games.
"It's developed by Joe Booth, who describes himself as a "reluctant reader" when he was in school.
"I was dyslexic and I was kind of a train wreck at school. I was good at some subjects but not at others," Booth says. "I just fell in love with computers and I found that that was something I was very talented at."
"He found himself skipping school and hacking into video games to teach himself how to code
"I got a contract when I was 15," he says. "I don't know whether I was smart or dumb, but I was like 'I'm through with school. I'm going to make video games.'"
"SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning...GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders."
"Games designer, author and researcher Jane McGonigal sees a future in education where MOOCs, live events and ordinary gamification initiatives all blend into a new way of learning, creating “extreme learning environments” full of opportunities for play and creation.
"McGonigal’s address Thursday at EDUCAUSE showed off many new types of games that are already well on their way to creating the future she described.
“We normally think of games as being fun, kind of trivial, maybe something to pass the time, but what if we thought about them as a platform for inventing the future of higher education?”
"Within an effective game-based learning environment, we work toward a goal, choosing actions and experiencing the consequences of those actions along the way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things. This keeps us highly engaged in practicing behaviors and thought processes that we can easily transfer from the simulated environment to real life. Research supports the effectiveness of game-based learning in virtual environments—for example, according to a meta-analysis of flight simulator training effectiveness, simulators combined with aircraft training consistently produced training improvements compared to aircraft-only training "
Below are some good videos I got a few days ago on examples of how some augmented reality apps are being used with kids to help them improve their learning. If the concept of augmented reality
if all new to you then here is a brief definition of it: Augmented Reality is exactly what the name implies: an augmented version of realty created by mixing technology with the known world. It might be a distorted, augmented, or less augmented version of the actual world but in its basic form, augmented reality is a simulation or rather a way of superimposing digital contents into the real context.
"Many of us go about our lives constantly surrounded by screens, immersed in various "stories": movies, TV shows, books, plot-driven video games, news articles, advertising, and more. Whether we realize it or not, we're creating new behaviors, routines, mindsets, and expectations around what we watch, read or play—which in turn presents new challenges and opportunities for creators and marketers.
"In other words, while the fundamentals of good storytelling remain the same, technology is changing how stories can be told. But what does that mean exactly?
"Since last year, Latitude, a strategic insights consultancy, has been conducting an ongoing Future of Storytelling initiative to understand what audiences want for the long haul. Below are eight predictions for the future of storytelling based on what we found. (More information about Latitude's multi-phase research project is available here.)
Jim Lerman's insight:
If your are involved with, or interested in, storytelling in any way, this article is essential reading...because it presents a clear picture of ways in which storytelling is very likely to change in the near future.
A Graphic That Itemizes The Educational Value Of Video Games The educational value of video games is a matter of debate, and perhaps rightfully so. Nothing works for everyone, every time. There is no single...
"A serious game to help develop entrepreneur spirit in young adults? This is the challenge Id6 set themselves with Backstage Game, a game dedicated to teaching project management methods to the players.
An ambitious project…
"Even with a very classic purpose – introducing young adults to entrepreneur spirit – the goal of Backstage Game is set quite high and is a real challenge : having them discover, learn and memorize project management methods. These three dimensions are at the core of the game.
"The game targets young adults with no diploma and struggling to find a job. The aim is to give them the opportunity to develop and highlight their skills. The game will help to restore their self-confidence which may have been hurt by a chaotic career path. It will allow them to get involved into a project, whether economic or not, and to realize how much potential they have."
An 11 year old is sitting in math class, staring out the window, his mind wandering somewhere between football at recess and making sense of decimals and fractions when the door to the classroom is flung open. A woman dressed completely in black sweeps into the room. She throws down a yellow envelope on the first desk she sees, says something in a strange language and then leaves."
"The social entrepreneurs will each receive a £50,000 share of the £1m Social Tech, Social Change programme as well as mentorship from some of the world’s leading tech entrepreneurs to develop their early-stage ideas into profitable, scalable social tech ventures.
"The successful ventures all share the fund’s goal – to drive social and economic change through the ambitious use of technology – and clearly demonstrate a viable technology-based business that addresses major social issues affecting the UK from social isolation and sustainability to access to education and healthcare.
"Each venture will be matched to a Founders Forum for Good ‘digital entrepreneur’ mentor who will provide hands-on support to these social tech projects grow in scale and influence."
“ This is a college educator’s intent to help other teachers (particularly other university professors teaching intelligence studies…) to have a more realistic view of both the difficulties and the rewards of incorporating games into their classes.”
Via Maria Margarida Correia, juandoming, Chris Carter, Jeffrey Earp
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