Digital Delights - Avatars, Virtual Worlds, Gamification
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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, AI, Gamification, Robots,
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Teach Anything with Games

Teach Anything with Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Games students love, supercharged for school with lesson plans and learning analytics!
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Resonant Games

Resonant Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
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Rieber - Multimedia Learning in Games, Simulations, and Microworlds

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Thinking Worlds | Rapid Sims & Games Creation

Thinking Worlds | Rapid Sims & Games Creation | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Inspiring Educators in Game-Based Learning

Inspiring Educators in Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Every day, educators are finding inspiring and inventive ways to use games and game-based pedagogy with their students. Their stories help us discover new models and techniques for game-base
Carlos Sánchez's comment, December 3, 2023 2:14 PM
It is important to find this type of educators, because they are fundamental for establishing the game-based learning movement. In my opinion, it is essential to train educators by experts in the field of gamification.
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Learn English Through Video Games

Learn English Through Video Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Everything you need to learn English through video games: dozens of in-game video clips w, best games and gamers, listening & speaking practice, etc.
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3 Ways to Use Game-Based Learning

3 Ways to Use Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
There are several strategies for gamifying your classwork, and they’re not mutually exclusive—you can combine them.
Ana Cristina Pratas's insight:

What exactly is game-based learning, anyway? Is it a roomful of children playing video games? Is it students designing games? Or is it both of these?

Good games—as opposed to candy-coated, multiple-choice quiz games—provide immersive experiences for students. Like novels, films, plays, and other media, games can be high-quality materials a teacher uses to enable students to access the curriculum. In my research, classrooms with high-functioning game-based learning are not ones in which the teacher hands a game to students to play. Nor do the teachers gamify their rooms, turning them into a game. Instead, effective game-based classrooms involve each of these components. Students are provided with gameful learning experiences driven by play.

 

The following are three approaches to bringing game-based learning to your classroom. They’re not distinct from one another—try mixing two or all three.

GAMES AS SHARED EXPERIENCE

While on an iCivics panel at the International Society for Technology in Education conference in 2015, Benjamin Stokes compared the experience of playing games to taking a class on a field trip. With a field trip, you first let students know what to expect and then give them freedom to explore an out-of-school location. Back in the classroom, you facilitate connections to the curriculum.

Games, like field trips, provide meaning for students. I put students in Minecraft and have them build structures. When night comes and creepers attack, only the students who stayed in fortified structures survive. After play, we discuss the difficulties of setting up a colony in a hostile environment, like Jamestown. Students understand the dangers of settling new worlds because they have experienced them.

GAMES AS TEXT

Some games use player choice to tell a story. Examples include Firewatch, an open-world game about being a park ranger; Life Is Strange, an emotional tale of friendships and bullying at a private school; Her Story, a nonlinear, police procedural whodunit; and 1979 Revolution: Black Friday, a political thriller set in the Iranian Revolution. Each game tells a story. 2017 will bring even more narrative-driven games, like Walden, a Game, based on Henry David Thoreau’s book, and Ever, Jane, a multiplayer game that takes place in the universe of Jane Austen. (As with all commercial media, research first to find out appropriateness for your learners.)

Many books and movies use the hero’s journey template to tell a story. Examples range from Harry Potter to The Hunger Games to Star Wars. Games also use the hero’s journey. Have your class play the award-winning Brothers: A Tale of Two Sons, a fairy tale that relies on cooperative play; Never Alone, based on an Alaska Native folktale; or Journey, which puts players on the monomyth quest.

To assess learning when using a game as a text, use Office 365 or Google Docs. English literature teacher Paul Darvasi has his students play the point-and-click exploration game Gone Home, which is about a dysfunctional family. Set in 1995, the game uses literary devices like mood, tone, and theme. He has students take screenshots as evidence, and add them to a shared document. Collected screenshots later lead to projects like comparing reviews and then writing their own.

GAMES AS MODELS

Games are particularly useful to model real-world systems. I have students play Werewolf and discuss different actions that mirror the events of the Salem witch trials, McCarthyism, and other witch hunts. I also have students play the board game Pandemic, as well as the mobile game Plague, Inc. These games illustrate how diseases travel the interconnected networks of the world. Students learn how the bubonic plague traveled along the Silk Road. The games model causes that have effects, which have subsequent effects—thus the game teaches the 21st-century skill of systems thinking.

To go further, give students an opportunity to mod the games you use as models. I have students play Mission US for a bit. Rather than depend on the game to create a sense of historical empathy in students, I ask them to create experiences using free interactive fiction tools, like Inklewriter or Twine, to make their own choice-based stories. Remaking a game to be about different content is engaging, and it gives students a sense of agency, affording an opportunity for deeper learning.

THE GAME IS NOT THE TEACHER

When using games in your classroom, remember that the game is not the teacher—you are. The game is just an activity. When using games, try to avoid intervening when students are figuring something out. This affords students the opportunity to play with games as systems. And do not grade play; instead, assess the learning transfer that you facilitate from the game experience to the curriculum.

In what ways have you used games to deepen your students’ learning experiences? Please share in the comments below.

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Gadgets, Games and Gizmos for Learning: Teach on the Beach

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