Games, gaming and gamification in Higher Education
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Games, gaming and gamification in Higher Education
Using games and game strategies for enhancing learning in higher education settings.
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Eco Challenge - Water and Sustainability Game

Eco Challenge - Water and Sustainability Game | Games, gaming and gamification in Higher Education | Scoop.it

Curtin University is proud to announce that it is the organiser for participation in the  UNEP-DHI Eco Challenge Australia.

 

Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.

 

UNEP-DHI Eco Challenge Australia provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.

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How 'Dungeons & Dragons' Primes Students for Interdisciplinary Learning, Including STEM | MindShift | KQED News

How 'Dungeons & Dragons' Primes Students for Interdisciplinary Learning, Including STEM | MindShift | KQED News | Games, gaming and gamification in Higher Education | Scoop.it

A group of Grade 9 students in Texas who substantially outperformed their district on a statewide standardized test all had one surprising thing in common: they all were members of the school’s Dungeons & Dragons club. A coincidence? Otherwise, how does a fantasy role-playing game produce improved test scores? The obvious explanation is that the club draws the bright kids who are already academically inclined. But many of the kids in the club at the Title I school had histories of struggling with academics.

Kim Flintoff's insight:
A group of Grade 9 students in Texas who substantially outperformed their district on a statewide standardized test all had one surprising thing in common: they all were members of the school’s Dungeons & Dragons club. A coincidence? Otherwise, how does a fantasy role-playing game produce improved test scores? The obvious explanation is that the club draws the bright kids who are already academically inclined. But many of the kids in the club at the Title I school had histories of struggling with academics.
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David W. Deeds's curator insight, October 21, 2:49 AM

Yes! Thanks to Kim Flintoff.

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Call: “Geographies of Digital Games” at Association of American Geographers Annual Meeting

Call: “Geographies of Digital Games” at Association of American Geographers Annual Meeting | Games, gaming and gamification in Higher Education | Scoop.it
Abstracts due by Thursday October 18th, 2018

Computer, video, mobile and digital games are fundamentally geographical: They are sites of social relation, spaces of exploration and agency, cultural and political representations of places, affective experiences and are developed through globalised and globalising technologies and networks.

This session welcomes geographers, digital scholars, creative practitioners, and others who are approaching games as spatial phenomena. Though games have been used as geographical field sites and case studies for some time, this session will provide an opportunity to bring together diverse empirical and theoretical responses to games and to focus on the specific geographies and spatialities of games.
Kim Flintoff's insight:
Abstracts due by Thursday October 18th, 2018 Computer, video, mobile and digital games are fundamentally geographical: They are sites of social relation, spaces of exploration and agency, cultural and political representations of places, affective experiences and are developed through globalised and globalising technologies and networks. This session welcomes geographers, digital scholars, creative practitioners, and others who are approaching games as spatial phenomena. Though games have been used as geographical field sites and case studies for some time, this session will provide an opportunity to bring together diverse empirical and theoretical responses to games and to focus on the specific geographies and spatialities of games.
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Videos games can reduce violence as well as cause it, researchers say as they launch pilot in schools

Videos games can reduce violence as well as cause it, researchers say as they launch pilot in schools | Games, gaming and gamification in Higher Education | Scoop.it
Video games are to be introduced into UK schools as they can help reduce violence in young people, researchers have found.
Kim Flintoff's insight:
Video games are to be introduced into UK schools as they can help reduce violence in young people, researchers have found.
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Learning with Digital Games (free whitepaper)

Learning with Digital Games (free whitepaper) | Games, gaming and gamification in Higher Education | Scoop.it

Via Edchat Interactive

 

"Ryan Schaff and Keri Engel just published a free Learning with Digital Games white paper. It contains instructions on what successes teachers and students are having with Digital Games, how they can be, and are, integrated in curriculum, and compare and contrast the various platforms digital games are played on and their potential for individual, small-group, or large-scale digital gamebased learning implementation."


Via Jim Lerman
Kim Flintoff's insight:
"Using games during the learning process can add high levels of motivation, engagement, and fun for learners. A safe prediction is to assume the sheer number of digital games will continue to increase, their quality will improve even more than the current high-quality titles hitting the current market, and more people will adopt gaming as a hobby. As for the field of education, digital game-based learning will continue to trickle into school-after-school as more and more educators take advantage of its awesome potential."
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– The importance of video game literacy for healthy parenting

– The importance of video game literacy for healthy parenting | Games, gaming and gamification in Higher Education | Scoop.it
Many children enjoy playing video games, yet they offer distinct challenges and opportunities arising from their ability to tell stories, invite participation, create imaginary worlds and connect players.
Kim Flintoff's insight:
Many children enjoy playing video games, yet they offer distinct challenges and opportunities arising from their ability to tell stories, invite participation, create imaginary worlds and connect players.
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Gameful Design: A Potential Game Changer | EDUCAUSE

Gameful Design: A Potential Game Changer | EDUCAUSE | Games, gaming and gamification in Higher Education | Scoop.it
Gameful design embraces incremental implementations of proven intrinsic motivators while it acknowledges, accentuates, and builds on the work that good instructors do as second nature.
Kim Flintoff's insight:
Gameful design embraces incremental implementations of proven intrinsic motivators while it acknowledges, accentuates, and builds on the work that good instructors do as second nature.
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Education Matters Magazine

Education Matters Magazine | Games, gaming and gamification in Higher Education | Scoop.it
Victorian government school students will have access to a classroom version of the popular game Minecraft, created to immerse students in various Minecraft worlds to promote creativity, problem solving, critical thinking and collaboration.
Kim Flintoff's insight:
Victorian government school students will have access to a classroom version of the popular game Minecraft, created to immerse students in various Minecraft worlds to promote creativity, problem solving, critical thinking and collaboration.
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– Celebrating diversity and inclusivity in games and gaming communities

– Celebrating diversity and inclusivity in games and gaming communities | Games, gaming and gamification in Higher Education | Scoop.it
Celebrating diversity and inclusivity in games and gaming communities
Kim Flintoff's insight:
See the call for papers and game submissions.
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Four Tools for Leaning into the Future in Times of Rapid Change and Innovation | EDUCAUSE

Four Tools for Leaning into the Future in Times of Rapid Change and Innovation | EDUCAUSE | Games, gaming and gamification in Higher Education | Scoop.it
In an era of rapid technological change, experimentation, and innovation, four tools can help higher education leaders decide where to invest their ti
Peter Mellow's insight:
Nice discussion around badging being a transitional technology.
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Karoliina Korppoo: How a video game might help us build better cities | TED Talk

Karoliina Korppoo: How a video game might help us build better cities | TED Talk | Games, gaming and gamification in Higher Education | Scoop.it
With more than half of the world population living in cities, one thing is undeniable: we are an urban species. Part game, part urban planning sketching tool, "Cities: Skylines" encourages people to use their creativity and self-expression to rethink the cities of tomorrow. Designer Karoliina Korppoo takes us on a tour through some extraordinary places users have created, from futuristic fantasy cities to remarkably realistic landscapes. What does your dream city look like?
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Designers of mixed reality experiences shouldn’t overlook the communal nature of video games

Designers of mixed reality experiences shouldn’t overlook the communal nature of video games | Games, gaming and gamification in Higher Education | Scoop.it
New gaming headsets promise to seamlessly integrate the digital and the physical world, but they also typically limit the vision of those digital objects to the person wearing the headset.
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FRANKENSTEIN200: A multi-platform educational experience

FRANKENSTEIN200: A multi-platform educational experience | Games, gaming and gamification in Higher Education | Scoop.it

Frankenstein200 puts players in the middle of the action in a story where Mary Shelley’s classic tale collides with modern science. Perform experiments, explore hidden areas of research, and assist a pair of young scientists as they unravel a mystery in a cutting-edge digital experience.

Press the PLAY button to enter the world of Frankenstein200!

PLAY NOW! 

 
This material is based upon work supported by the National Science Foundation under grant number 1516684. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

Kim Flintoff's insight:
Frankenstein200 puts players in the middle of the action in a story where Mary Shelley’s classic tale collides with modern science. Perform experiments, explore hidden areas of research, and assist a pair of young scientists as they unravel a mystery in a cutting-edge digital experience.

Press the PLAY button to enter the world of Frankenstein200! 

PLAY NOW! 

This material is based upon work supported by the National Science Foundation under grant number 1516684. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
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The autistic teenager making video games to show players what Asperger's is really like - ABC News (Australian Broadcasting Corporation)

The autistic teenager making video games to show players what Asperger's is really like - ABC News (Australian Broadcasting Corporation) | Games, gaming and gamification in Higher Education | Scoop.it
A young, autistic game developer has showcased his innovative new project at Australia's largest gaming convention, as part of an exhibit putting diversity centre-stage.

Inspired by his experiences living with autism, Bradley Hennessey's experimental game, An Aspie Life allows players to experience life with Asperger's.

In addition to entertainment, Mr Hennessey said the power of video games to enhance empathy with others is undervalued.
Kim Flintoff's insight:
Inspired by his experiences living with autism, Bradley Hennessey's experimental game, An Aspie Life allows players to experience life with Asperger's.
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Laura brazil's curator insight, November 12, 10:31 PM
Inspired by his experiences living with autism, Bradley Hennessey's experimental game, An Aspie Life allows players to experience life with Asperger's.
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Florence: Award-winning Australian mobile video game takes players on emotional journey of a relationship - ABC News (Australian Broadcasting Corporation)

Florence: Award-winning Australian mobile video game takes players on emotional journey of a relationship - ABC News (Australian Broadcasting Corporation) | Games, gaming and gamification in Higher Education | Scoop.it

Ken Wong reckons games can take you on the same emotional journey as a book or a film — and can even make you cry.

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Ken Wong reckons games can take you on the same emotional journey as a book or a film — and can even make you cry.
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Parents' Ultimate Guide to Esports | Common Sense Media

Parents' Ultimate Guide to Esports | Common Sense Media | Games, gaming and gamification in Higher Education | Scoop.it
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
Kim Flintoff's insight:
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
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The Future of Education and Skills Education 2030 | Distance-Educator.com

The Future of Education and Skills Education 2030 | Distance-Educator.com | Games, gaming and gamification in Higher Education | Scoop.it
This OECD Learning Framework 2030 offers a vision and some underpinning principles for the future of education systems. It is about orientation, not prescription. The learning framework has been co-created for the OECD Education 2030 project by government representatives and a growing community of partners, including thought leaders, experts, school networks, school leaders, teachers, students and youth groups, parents, universities, local organisations and social partners. This is work in progress and we invite you to join us in developing future-ready education for all.
Kim Flintoff's insight:
This OECD Learning Framework 2030 offers a vision and some underpinning principles for the future of education systems. It is about orientation, not prescription. The learning framework has been co-created for the OECD Education 2030 project by government representatives and a growing community of partners, including thought leaders, experts, school networks, school leaders, teachers, students and youth groups, parents, universities, local organisations and social partners. This is work in progress and we invite you to join us in developing future-ready education for all.
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How Data Privacy Lessons in Alternative Reality Games Can Help Kids In Real Life | MindShift | KQED News

How Data Privacy Lessons in Alternative Reality Games Can Help Kids In Real Life | MindShift | KQED News | Games, gaming and gamification in Higher Education | Scoop.it
To ensure that students learn about online privacy and data security, high school English language arts teachers John Fallon in Connecticut and Paul Darvasi (who also reports for MindShift) in Toronto co-created Blind Protocol, an alternate reality game. ARGs blend fiction with the real world by creating narratives and puzzles that take participants deeper into the story by way of their actions. Fallon and Darvasi’s ARG goal was not to inform students on how to actually hack or spy; rather, they use game tactics to teach about the vulnerability of their data.
Kim Flintoff's insight:
To ensure that students learn about online privacy and data security, high school English language arts teachers John Fallon in Connecticut and Paul Darvasi (who also reports for MindShift) in Toronto co-created Blind Protocol, an alternate reality game. ARGs blend fiction with the real world by creating narratives and puzzles that take participants deeper into the story by way of their actions. Fallon and Darvasi’s ARG goal was not to inform students on how to actually hack or spy; rather, they use game tactics to teach about the vulnerability of their data.
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Video games can develop graduate skills in higher education students: A randomised trial - ScienceDirect

Video games can develop graduate skills in higher education students: A randomised trial - ScienceDirect | Games, gaming and gamification in Higher Education | Scoop.it

Highlights
• A randomised controlled trial was used to assess effects of playing video games.
• Previously validated self-report instruments were used to measure graduate skills.
• Game play improved student communication skill, resourcefulness and adaptability.
• Video games may have a role to play in higher education.

Kim Flintoff's insight:
Highlights • A randomised controlled trial was used to assess effects of playing video games. • Previously validated self-report instruments were used to measure graduate skills. • Game play improved student communication skill, resourcefulness and adaptability. • Video games may have a role to play in higher education.
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Designing a Learning Game? Play these 3 Games First

Designing a Learning Game? Play these 3 Games First | Games, gaming and gamification in Higher Education | Scoop.it
At Bottom-Line Performance, we have a “learning game design peer group” that meets a few times per year. I started the group three years ago to help build game design skills and to foster deeper knowledge of the power of games as learning tools. People who design games need to play games to gain perspective and understanding of core dynamics, game mechanics, and game elements and how these all weave together to create a good or poor game experience.

Here are three great games we have played within our peer group. All three are commercially available; one is marketed explicitly as a learning game. I’ve made a few comments about each one to help people understand the value of playing and evaluating the game design of each one

Kim Flintoff's insight:
Here are three great games we have played within our peer group. All three are commercially available; one is marketed explicitly as a learning game. I’ve made a few comments about each one to help people understand the value of playing and evaluating the game design of each one
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Competition Explores Creative Potential of AI with Minecraft

People who pursue the "Settlement Generation Challenge" are being asked to write adaptive code that will on its own create a settlement for a given, unknown Minecraft map. Then, during the evaluation process, submitted algorithms will be run on three other previously unseen maps. The results will be judged not by a computer but by humans: a panel of experts that includes game designers, urbanists and architects. The judging criteria: adaptation to the environment (for example, does the settlement take advantage of the terrain?), functionality (does it keep mobs out?), narrative integration (could somebody looking at the settlement describe how it's different from other settlements?) and visual aesthetics (does it look believable?).
Kim Flintoff's insight:
People who pursue the "Settlement Generation Challenge" are being asked to write adaptive code that will on its own create a settlement for a given, unknown Minecraft map. Then, during the evaluation process, submitted algorithms will be run on three other previously unseen maps. The results will be judged not by a computer but by humans: a panel of experts that includes game designers, urbanists and architects. The judging criteria: adaptation to the environment (for example, does the settlement take advantage of the terrain?), functionality (does it keep mobs out?), narrative integration (could somebody looking at the settlement describe how it's different from other settlements?) and visual aesthetics (does it look believable?).
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David W. Deeds's curator insight, June 6, 1:23 AM

AI and Minecraft! Thanks to Kim Flintoff. 

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Article Video Game Narratives Foster Civic Engagement, Not Violence

Article Video Game Narratives Foster Civic Engagement, Not Violence | Games, gaming and gamification in Higher Education | Scoop.it
The researcher demonstrates Rushdie’s own experience with videogames as a way to stay occupied during his exile and as a way to stay connected with his sons (Rushdie dedicated Luka to his youngest son, Milan). Through quotations from Rushdie, the researcher shows his explicit interest in experimenting with the structure of videogames for storytelling. The author points out that videogames are especially relevant for storytelling, because users create their own characters and narratives within the game. The reader might recognize tropes such as characters creating their own fictions, multi-level challenges, temporality of death, and allusions to a variety of world mythologies, cultures, and religions, not only from video games, but also from other novels in the literary gaming genre, such as works by Orson Scott Card and Suzanne Collins.
Kim Flintoff's insight:
The researcher demonstrates Rushdie’s own experience with videogames as a way to stay occupied during his exile and as a way to stay connected with his sons (Rushdie dedicated Luka to his youngest son, Milan). Through quotations from Rushdie, the researcher shows his explicit interest in experimenting with the structure of videogames for storytelling. The author points out that videogames are especially relevant for storytelling, because users create their own characters and narratives within the game. The reader might recognize tropes such as characters creating their own fictions, multi-level challenges, temporality of death, and allusions to a variety of world mythologies, cultures, and religions, not only from video games, but also from other novels in the literary gaming genre, such as works by Orson Scott Card and Suzanne Collins.
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Classroom Management Tips from Minecraft Mentors

Classroom Management Tips from Minecraft Mentors | Games, gaming and gamification in Higher Education | Scoop.it
Educators around the world are using Minecraft: Education Edition to teach concepts like coding, reimagining fairy tales, building habitable colonies on Mars and modeling renewable sources of energy. As educators begin to explore ways to use Minecraft to create richer and deeper learning experiences, we turned to some of Global Minecraft Mentors to garner tips …
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Oskar Almazan's curator insight, March 8, 8:23 AM
@PlayCraftLearn Educators around the world are using Minecraft: Education Edition to teach concepts like coding, reimagining fairy tales, building habitable colonies on Mars and modeling renewable sources of energy. As educators begin to explore ways to use Minecraft to create richer and deeper learning experiences, we turned to some of Global Minecraft Mentors to garner tips on classroom management and creating a positive classroom culture when using game-based learning modalities in the classroom. Here are some of their tips. Join the conversation and let us know what works best for you.
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Move over Shakespeare – what students can learn from studying videogames

Move over Shakespeare – what students can learn from studying videogames | Games, gaming and gamification in Higher Education | Scoop.it
Videogames offer a range of educational benefits in English classrooms, University of Melbourne research has discovered.
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Peter Mellow's curator insight, February 8, 8:51 PM
Dare to do something different in your classes.
David W. Deeds's curator insight, February 9, 5:05 AM

Thanks to Peter Mellow.

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Meaningfully and Realistically Using Games in the Classroom

Meaningfully and Realistically Using Games in the Classroom | Games, gaming and gamification in Higher Education | Scoop.it
Practical barriers can keep the most enthusiastic teacher from using games in the classroom. Let’s get real — and realistic — about ways to approach game-based learning for the classroom. Teachers are busy, and usually spend much of a given school day completing work from that day while simultaneously preparing work for the next day.

So how, then, do teachers find the games to use in class, play the entire game to understand what and how it teaches, and review best practices? Often, they don’t. Here’s a more realistic approach to using the power of game-based learning in the classroom.
Kim Flintoff's insight:

Practical barriers can keep the most enthusiastic teacher from using games in the classroom. Let’s get real — and realistic — about ways to approach game-based learning for the classroom. Teachers are busy, and usually spend much of a given school day completing work from that day while simultaneously preparing work for the next day.

So how, then, do teachers find the games to use in class, play the entire game to understand what and how it teaches, and review best practices? Often, they don’t. Here’s a more realistic approach to using the power of game-based learning in the classroom.

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Three Geography Games Based on Google Maps and Google Earth

Three Geography Games Based on Google Maps and Google Earth | Games, gaming and gamification in Higher Education | Scoop.it
One of the things that I emphasize to students before they embark on any kind of research or problem-solving task is to take a good long look at the information that they already have before them. To that end, I'll often request that they construct a list of what they know about a topic or problem before they begin to search. Playing one of the following three Google Maps-based games is a fun way to reinforce the concept of using prior knowledge and observations.
Kim Flintoff's insight:
One of the things that I emphasize to students before they embark on any kind of research or problem-solving task is to take a good long look at the information that they already have before them. To that end, I'll often request that they construct a list of what they know about a topic or problem before they begin to search. Playing one of the following three Google Maps-based games is a fun way to reinforce the concept of using prior knowledge and observations.
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