Grognard Simulations have released the Death Ride – Halfaya Pass boardgame. From their ... Grognard Simulations is proud to announce that Death Ride – Halfaya Pass is to be released on 21 September 2011.
Firstly, are simulations (and/or serious games) more suited for assessing performance than traditional paper/pencil or online tests? If yes, does this apply uniformly across all subjects/domains or are these particularly ...
This article, written a few years ago by MIT professor Henry Jenkins, summarizes some of the common (still!) misconceptions people have about video games and their players. It was part of the very interesting PBS series on "The Video Game Revolution".
Infographic summarizing various skills that can be gained by playing video games and providing an overview of some of the games we've had in the past and what disciplines they're related to. Games mentioned include Carmen Sandiego, Orgeon Trail, M.U.L.E., Angry Birds, Sims, Quest Atlantis, Incredible Machine, etc. Interesting.
I think Richard Bartle's right here and it's a key reason why gamification using badges/achievements is a terrible idea on its own:
"Achievers like to achieve. They like to think they are better players than other players. Achievements tell them this. They look at their own achievements, look at the achievements of others, and feel like they've achieved something if their own are better. It doesn't matter how the achievements are manifest — levels, points, gear, money, army size — so long as there's some way they know they're better than someone else."
A game with only achievers doesn't give you anyone to feel superior over if you're not at the top. The further down you are, the worse it is.
Achievers, socializers, killers, and explorers are the four gamer types Richard Bartle originally noticed in Multi-User Dungeons (MUDs).
We all know how it works in the animal kingdom: when you watch two leopard cubs play, for example, you expect that it’s not simply about fun and pleasure. It’s about honing skills; it’s about figuring out hierarchy.
This paper defines and examines three generations of distance education pedagogy. Unlike earlier classifications of distance education based on the technology used, this analysis focuses on the pedagogy that defines the learning experiences encapsulated in the learning design. The three generations of cognitive-behaviourist, social constructivist, and connectivist pedagogy are examined, using the familiar community of inquiry model
In the VELscience project, a series of six modules that immerse middle school students in virtual environments for learning (VELs), are being developed. Students take on the role of a scientist engaged in a complex task. The virtual settings presented in the VELs support students in designing and carrying out their own investigations. Students use virtual scientific instruments that resemble those used by scientists in the real world, but scaled to suit their age level.
This video is a serious games and simulation technology demonstration created by Realtime Immersive Inc. It showcases the power of the CryENGINE software development kit being used in various simulation and serious games projects.
Whether you're an individual, small business or big business – the Serious Games Showcase & Challenge is open to you! Submissions can be targeted to training in any segment, including education, corporate, or military.
Game Development for the use of simulation, to assist with education is not new and contrary to some beliefs it does make a difference in the learning curve of the person being taught. Kids and adults alike welcome the ...
Edward Castronova, perhaps most well-known for his analysis of EverQuest's economy, speaks at TEDxBloomington about how we should "Pay as much attention to your game literacy as you do to literature, art, music, and film, because it's an important thing." He exhorts us to "go play more games", "play hard games" and "play games hard." Be a gamer, because you can learn. Motivation, engagement, and the imaginative process are discussed. He also discusses gamification and game-based learning.
This is really nifty. Think of something like SETI@Home. This works on the same principle but people are doing the work as part of a game. It seems like a smart combination of something useful plus a game:
"The game EteRNA, which was started by the Stanford biochemist Rhiju Das and the Carnegie Mellon computer scientist Adrien Treuille, allows researchers to farm out some of the intellectual legwork behind RNA design to 26,000 players, rather than a relatively few lab workers. Players are given a puzzle design—an RNA molecule in the shape of a star or a cross, for example—that they must fill in with the components, called nucleotides, to produce the most plausible solution."
While it's clearly beneficial to the scientists, what are the players learning?
"The study offers 3 key insights into the evolution of gaming (explained in more detail below):
- Games go beyond the screen
- Life becomes play
- Social matures into societal
The study included a Web survey amongst 290 smartphone owners between the ages of 15-54 who self-identified as at least “casual gamers,” with nearly half labeling themselves “game enthusiasts.”"
The demographics presented are quite interesting too, because they have a lot in common with the people I'm trying to reach in higher education via distance learning even though it was of smartphone casual gamers. The other interesting thing to note is how many thought they'd like to see games more applied to education and learning. There's a video portrait of the new gamers embedded in the article.
We've all heard the theory that some students are visual learners, while others are auditory learners. And still other kids learn best when lessons involve movement.
But should teachers target instruction based on perceptions of students' strengths? Several psychologists say education could use some "evidence-based" teaching techniques, not unlike the way doctors try to use "evidence-based medicine."
Realizing that new medical breakthroughs and discoveries are made everyday, they use a wide array of expertise and methods to transform them into a breath-taking visual experience (find also Serious Games Meet Medical ...
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