iGeneration - 21st Century Education (Pedagogy & Digital Innovation)
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Teaching and learning in the 21st Century - meeting the pedagogical challenges of digital learning and innovation for the iGeneration
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The transformative power of video games | TED Talk by Herman Narula

The transformative power of video games | TED Talk by Herman Narula | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
A full third of the world's population -- 2.6 billion people -- play video games, plugging into massive networks of interaction that have opened up opportunities well beyond entertainment. In a talk about the future of the medium, entrepreneur Herman Narula makes the case for a new understanding of gaming -- one that includes the power to create new worlds, connect people and shape the economy.
Nate Herbkersman's curator insight, October 28, 2020 10:21 PM
In his TED Talk, Herman Narula speaks of the advancement of video game creation and the social networking/opportunity that he hopes will come with it. Narula teaches the audience about new technology that gives people the ability to run simulations which can create towns, cities, civilizations, and even whole worlds. He explains that this can all be done wherever there is a smart device or gaming console, and that the impact of this new technology is more powerful than everyone might expect. New age video games has already started to provide large amounts of people with jobs. Whether it's through creating, testing, or playing, people are making money because of video games. I personally think this is a good way to look at the future of gaming. While there are a lot of people who look at gaming and think, "People need to find more productive things to do with their time," I see this as a real opportunity for economic gain in the world as a whole. In some cases, this could even be like a new form of art. The creativity and imagination that goes into these simulations are completely unlimited, and I think there's a lot of space for people to make things for their enjoyment, as well as the enjoyment of others. Narula states that 2.6 billion people play video games, and that that number is only going to grow. Moving forward, I can definitely see this being like a new form of social media, a chance for people to meet, through similarities in interest and creativity. 
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What Can Video Games Teach Us About Instructional Design? via John Spencer

What Can Video Games Teach Us About Instructional Design? via John Spencer | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
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Video games benefits for students with ADHD profiles by REBECCA ROBBINS @rebeccadrobbins 

Video games benefits for students with ADHD profiles by REBECCA ROBBINS @rebeccadrobbins  | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it

By REBECCA ROBBINS @rebeccadrobbins DECEMBER 4, 2017
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A screenshot from Akili's video game, designed to treat ADHD.
AKILI INTERACTIVE LABS
A
kili Interactive Labs on Monday reported that its late-stage study of a video game designed to treat kids with ADHD met its primary goal, a big step in the Boston company’s quest to get approval for what it hopes will be the first prescription video game.

In a study of 348 children between the ages of 8 and 12 diagnosed with ADHD, those who played Akili’s action-packed game on a tablet over four weeks saw statistically significant improvements on metrics of attention and inhibitory control, compared to children who were given a different action-driven video game designed as a placebo. The company plans next year to file for approval with the Food and Drug Administration.

“We are directly targeting the key neurological pathways that control attention and impulsivity,” said Akili CEO Eddie Martucci. The study “was meant to be a strong objective test to ask: Is it the targeting we do in the brain or is it general engagement with a treatment that’s exciting and interesting … that actually leads to these targeted effects? And so I think we clearly see that it’s the targeted algorithms that we have.”

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Despite the positive results, questions about the product remain. For instance, parents and physicians subjectively perceived about the same amount of improvement in children’s behavior whether they were playing the placebo game or the therapeutic game. And if Akili can get approval, it remains to be seen whether clinicians and insurers will embrace its product.

The video game has not been tested head-to-head against ADHD medications or psychotherapy to see if it’s equally effective.

Related Story: A video game might prove a useful Alzheimer’s screening tool, study suggests
Akili’s video game, which is played on a tablet, sends players down a molten lava river and through an icy winter wonderland, rewarding them with stars and points as they complete tasks. Akili sees the video game as the delivery system for targeted algorithms that act as a medical device to activate certain neural networks. That’s a different category than existing apps and games that help patients manage their disease, such as those that deliver cognitive behavioral therapy or help patients track symptoms or monitor their glucose levels.


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9 Top Tactics for Using Video Games in the Classroom via GDC

9 Top Tactics for Using Video Games in the Classroom via GDC | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
If you're thinking of using video games in the classroom of your choice, here are some useful strategies to get you out of the gates.
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7 Ways Video Games Enhance Learning ~ Educational Technology and Mobile Learning

7 Ways Video Games Enhance Learning ~ Educational Technology and Mobile Learning | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
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5 Things Teachers Can Learn From Video Games

5 Things Teachers Can Learn From Video Games | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
Players of video games learn how to strategize and how to perform sometimes complex actions in order to achieve a goal. I believe we can all learn to engage students through studying video games. H...
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Video Games and the Future of the Textbook

Video Games and the Future of the Textbook | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
Curriculum designers are rethinking not only the textbook, but educational content delivery in general.
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Yes, Video Games Can Actually Make You Smarter [VIDEO]

Yes, Video Games Can Actually Make You Smarter [VIDEO] | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
ASAP Science answers once and for all whether video games can make you smarter.
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How to Help Youth with Video Game Addiction via CTRI

How to Help Youth with Video Game Addiction via CTRI | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
In order to support your child so they can get a handle on video game addiction, start with these tips.
Anthony James Barbieri's curator insight, March 21, 2022 7:42 PM
Video games can become harmful when unregulated. This may be partial to the fault of the parents if they have relegated to digital media occupy the child's time.
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Exploring Ancient History With Video Games by Paul Darvasi

Exploring Ancient History With Video Games by Paul Darvasi | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
By Paul Darvasi
Randy Utz's curator insight, May 3, 2018 7:54 PM
Video games instead of homework. It sounds like a student's fantasy. Luckily, for the student, video games can be utilized to allow students to interact with history in a way that is wholly unique to the medium. In a video game they get to make decisions in real time that effects the outcome of history and could potentially change the way the real world events play out. In this article the author shows how, when combined with primary source documents, video games can provide an immersive exercise in historical thought and analysis. 
Teaching Humanities in the 21st Century.'s curator insight, June 3, 2020 10:57 AM
DIGITAL CURATION #2
Although this is a little off-topic, it has given me a rather cool idea (probably not original)!. I like the idea of using history to create a game. Unlike the images and inaccurate information demonstrated in many video games, there could be potential to make a really interesting and historically accurate game. Although most school budgets would not stretch as far as a digital video game- with some clever research and collaboration by students, I think you could produce a pretty cool board game.
The concept would go something along the lines of:
Students are broken up into groups of two or three ( students who would like to or need to work alone can), each group is then assigned either a chapter out of their history textbook or research a relevant topic. After researching, students need to take notes which will eventually be condensed down to one or two really interesting facts. Then collaboratively, students need to design a 'square' of a board game which is to include- an image and a historically accurate move- for example, If their square was Greece it could go along the lines of 'roll a 4 (1 & 5 = I & V) to avoid getting bludgeoned by a Gladiator! Then as a whole, the class can all come together and assembly the game! This activity not only requires collaboration and teamwork, but students must also use research and literacy skills, knowledge retention, creativity, problem-solving and critical learning, and of course fun!
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K12 embraces video games via Regina Whitmer

K12 embraces video games via Regina Whitmer | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
Regina Whitmer
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14 Great Books on The Importance of Video Games in 21st Century Learning

14 Great Books on The Importance of Video Games in 21st Century Learning | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
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Study Reveals Fascinating Possibilities for Video Gaming and Brain Development and Repair

Study Reveals Fascinating Possibilities for Video Gaming and Brain Development and Repair | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
Early Brain Development and Gaming: A New Study on Neurogenesis and Brain Connectivity Could a recent study by neuroscientist Simone Kühn reveal new ways of
Chris Martin's curator insight, February 24, 2015 10:42 AM

This is really exciting. The sooner mainstream culture accepts technology helping--in all aspects of a child's life--the better.

James J. Goldsmith's curator insight, February 25, 2015 2:42 PM

From the article:  “The benefits of gaming not only boost early life brain development – but they could extend to decelerating the degenerative span of the brain in mature life.”  I guess it’s time to load up Call of Duty…

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Gamestar Mechanic - Have your elementary students create their own video games!

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The Positive Effects of Playing Video Games (EdSurge News)

The Positive Effects of Playing Video Games (EdSurge News) | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
WHY SO SERIOUS? Most people have likely heard the phrase, “Playing video games is bad for you.” But if you look at game-based education trends, that critique might fade to a whimper. According to a KQED Mindshift article, researchers suggest that video games have positive consequences for dyslexic s
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Finnish Doctors Are Prescribing Video Games for ADHD

Finnish Doctors Are Prescribing Video Games for ADHD | iGeneration - 21st Century Education (Pedagogy & Digital Innovation) | Scoop.it
Can gaming really change your brain?
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