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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Unity - Unity Personal

Unity - Unity Personal | Games, gaming and gamification in Higher Education | Scoop.it

Everything you need to get started
Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
Kim Flintoff's insight:
Everything you need to get started Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
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Interactive game designed to teach kids about climate science

Interactive game designed to teach kids about climate science | Games, gaming and gamification in Higher Education | Scoop.it
Students across the country are learning about climate change in senior high school years, as laid out in the Australian curriculum.

But according to researchers at the Australian National University, waiting until students are 16 is too late.

ANU science researcher Inez Harker-Schuch is developing an interactive online game called CO2peration, for children aged 12 to 14 to learn about climate science.
Kim Flintoff's insight:
ANU science researcher Inez Harker-Schuch is developing an interactive online game called CO2peration, for children aged 12 to 14 to learn about climate science.
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Gamification in the Classroom: Beyond Badges

Gamification in the Classroom: Beyond Badges | Games, gaming and gamification in Higher Education | Scoop.it
Kathy Sierra recommends that educators “Try to find what is inherently interesting in a subject and exploit that.”

So what’s my take on it?

Concept: It has to begin with a strong narrative and experiential structure, bringing the player on an amazing and downright addictive journey.

More than one life and level up: There’s a reason why most video games give you more than one life. Progressing through the game is intrinsically a learning process in itself. Many of the best games also create a reason to keep coming back to the game by making your character level up (often changing appearance) as you progress through the game.

Multiplayer rocks: Ever since the first Daytona arcade machines actually allowed you to race side by side with your friends, the multiplayer experience has been an integral part of many (especially online) games. Sharing a multiplayer experience with your friends provides something to talk/laugh about and solidifies a shared, collective bond. Some of the most popular (particularly mobile device based) games allow players to trade, buy or sell items relevant to progressing in the game.
Kim Flintoff's insight:
Kathy Sierra recommends that educators “Try to find what is inherently interesting in a subject and exploit that.” 

So what’s my take on it? 

Concept: It has to begin with a strong narrative and experiential structure, bringing the player on an amazing and downright addictive journey.

[Maybe teachers need to develop the capabilities of a narrative designer?  Drama teachers are quite familiar with this through working with Process Drama]
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PODCAST: Why Video Games Should Be Assigned In Classrooms

PODCAST: Why Video Games Should Be Assigned In Classrooms | Games, gaming and gamification in Higher Education | Scoop.it
What if instead of watching a film to start a new course in high school, you played a video game? And not just edutainment games like Mario is Missing!

Satchell Drakes and I talk about "tangential learning" -- the idea of being inspired to self-educate about a subject through a familiar medium you already enjoy. To help explore the concept, the two talk to Jared Bauer, the co-creator of the YouTube channel, Wisecrack. His videos function as tongue-in-cheek SparkNotes; the themes of shows like Rick and Morty and South Park are dissected as if they were the assigned reading in a semester of high school English, while literary classics like The Great Gatsby are made digestible through the comedic alter ego Sparky Sweets, PhD in the series Thug Notes.
Kim Flintoff's insight:

What if instead of watching a film to start a new course in high school, you played a video game? And not just edutainment games like Mario is Missing!

 

Satchell Drakes and I talk about "tangential learning" -- the idea of being inspired to self-educate about a subject through a familiar medium you already enjoy. To help explore the concept, the two talk to Jared Bauer, the co-creator of the YouTube channel, Wisecrack. His videos function as tongue-in-cheek SparkNotes; the themes of shows like Rick and Morty and South Park are dissected as if they were the assigned reading in a semester of high school English, while literary classics like The Great Gatsby are made digestible through the comedic alter ego Sparky Sweets, PhD in the series Thug Notes.

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Why we're building a climate change game for 12-year-olds

Players in the climate science game 'CO2peration' become a particle of sunlight, and travel on a journey to find out why we have liquid water at Earth’s surface.
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(15) The Secret Process for Making Games that Matter - YouTube

Jesse Schell, author of The Art of Game Design, and Barbara Chamberlin, head of the Learning Games Lab, are collaborating on a project to find best practices for creating educational and transformational games. In this talk they describe what they have discovered about translating how players need to change into games they love to play.
Kim Flintoff's insight:
Jesse Schell, author of The Art of Game Design, and Barbara Chamberlin, head of the Learning Games Lab, are collaborating on a project to find best practices for creating educational and transformational games. In this talk they describe what they have discovered about translating how players need to change into games they love to play.
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(15) Minecraft Edu Hackjam Outcomes Presentations - YouTube

Learn how K12 teachers can use Minecraft to teach core content. Come get a look at brand new lessons created by teachers in the Minecraft Education Curriculum Hackjam.
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Learn how K12 teachers can use Minecraft to teach core content. Come get a look at brand new lessons created by teachers in the Minecraft Education Curriculum Hackjam.
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The Power of Games Beyond Entertainment

If we have learnt one thing in 2017 it is to expect the unexpected.

We are living in a time of unprecedented change, with our economic, political, environmental and technological landscapes in flux. As society seeks answers in the media they trust, never have the creative industries been needed more to create credible and authentic content, which can help audiences better understand and reflect on the world around them.

BAFTA has always championed the power of moving images to do this - from awarding news coverage from war zones, to celebrating documentaries that give a voice to lesser-known cultures and undiscovered worlds, to recognising educational children’s content.

Film and television have long been seen as legitimate and powerful means to educate, inspire and empower wider society. But what about games? As our younger industry matures, what role should games play in reflecting and commenting on the world around us?
Kim Flintoff's insight:
If we have learnt one thing in 2017 it is to expect the unexpected. We are living in a time of unprecedented change, with our economic, political, environmental and technological landscapes in flux. As society seeks answers in the media they trust, never have the creative industries been needed more to create credible and authentic content, which can help audiences better understand and reflect on the world around them. BAFTA has always championed the power of moving images to do this - from awarding news coverage from war zones, to celebrating documentaries that give a voice to lesser-known cultures and undiscovered worlds, to recognising educational children’s content. Film and television have long been seen as legitimate and powerful means to educate, inspire and empower wider society. But what about games? As our younger industry matures, what role should games play in reflecting and commenting on the world around us?
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(15) Government Grants for Health & Science Games - YouTube

David Miller (Program Director, National Insititutes of Health) covers government funding opportunities and common challenges faced when developing biomedical and health research games.
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David Miller (Program Director, National Insititutes of Health) covers government funding opportunities and common challenges faced when developing biomedical and health research games.
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Study Results: Serious Games As Digital Health Interventions

Study Results: Serious Games As Digital Health Interventions | Games, gaming and gamification in Higher Education | Scoop.it
 play2PREVENT Lab Study’s results published early September 2017 in the Journal of Medical Internet Research showed that PlayForward “Serious Game” was effective in improving positive attitudes about sexual health among adolescents

Following my previous post Jesse Schell On Serious Games @ Serious Play 2013, which covered PlayForward: Elm City Stories as a gold medal winner in the Healthcare/Medical category of the International Serious Play Awards, the Yale News has recently reported that “video games might soon have a place in classrooms as tools to help educate adolescents about public health issues.” 
Kim Flintoff's insight:
play2PREVENT Lab Study’s results published early September 2017 in the Journal of Medical Internet Research showed that PlayForward “Serious Game” was effective in improving positive attitudes about sexual health among adolescents
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Richard Platt's curator insight, October 28, 12:25 PM

With the value proposition of “harnessing videogame technology to shape stronger and healthier lives”, seven years ago Lynn Fiellin MED ’96, founder and director of the play2PREVENT Lab at the Yale Center for Health & Learning Games, received funding from the National Institutes of Health to study how video games might effectively combat public health issues among New Haven youth.   Play2PREVENT’s inaugural video game was PlayForward: Elm City Stories. Yale’s p2P initiative has partnered with Schell Games and Digitalmill to develop the game for the iPad, aimed at preventing HIV infection among ethnic minority adolescents. PlayForward is a serious role-playing videogame that engages youth with a variety of challenges and choices in fictional yet realistic life situations.  Led by Fiellin, the research team recruited more than 300 students, ages 11 to 14, from afterschool and summer programs in the New Haven area for the study.  During the one-year study period, the students were assessed for a range of outcomes, including sexual health attitudes, knowledge, intention to initiate sex, and sexual activity.  The findings validate the value of the Serious Game as a tool to engage and educate teens at risk for HIV and other sexually transmitted infections (STIs).

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Quest - Write text adventure games and interactive stories

Quest - Write text adventure games and interactive stories | Games, gaming and gamification in Higher Education | Scoop.it
Quest lets you make interactive story games. Text adventure games like Zork and The Hitchhiker's Guide to the Galaxy. Gamebooks like the Choose Your Own Adventure and Fighting Fantasy books. You don't need to know how to program. All you need is a story to tell. Your game can be played anywhere. In a web browser, downloaded to a PC, or turned into an app. Get started now for free, or find out more below.
Kim Flintoff's insight:
Quest is free to use. You can use it free via your web browser, or if you're a Windows user, you can download the free desktop version. And as open source software, Quest will always remain free.
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Digital badges - what is the state of use in New Zealand?

Digital badges - what is the state of use in New Zealand? | Games, gaming and gamification in Higher Education | Scoop.it
Digital badges are gaining popularity in tertiary education around the world, but questions remain unanswered about their use in New Zealand.
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This Game Developer Wants to Create Space for Indigenous Stories

This Game Developer Wants to Create Space for Indigenous Stories | Games, gaming and gamification in Higher Education | Scoop.it
Elizabeth LaPensée created Thunderbird Strike to protest pipeline construction on Indigenous land.

Kim Flintoff's insight:
A lot of the modern participation in the games industry on the part of Indigenous creators is through consulting on game projects, LaPensée said, where they share their input, stories, or even design ideas, but don’t get credited like the rest of the game team. She’s hoping that her work will inspire other Indigenous creators to be able to tell their stories in their own way, and have some sovereignty over their material. “More often than not, Indigenous creatives who have made a space for themselves," she said, "have had to fight to do it. There's this need for them to constantly create in order for them to break through.”
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5 ways educational games improve learning, according to teachers

5 ways educational games improve learning, according to teachers | Games, gaming and gamification in Higher Education | Scoop.it

When teachers used digital educational games in the classroom, students raised test scores by more than half a letter grade in only three weeks, according to a study from researchers at Vanderbilt University and partners at Legends of Learning, a research-driven educational game platform.

The new research, published by the Journal of the Learning Sciences, demonstrates the benefits of game-based learning for students when compared to students who had no access to such games.

“Substantial Integration of Typical Educational Games into Extended Curricula” involved more than 1,000 students of 13 teachers in 10 diverse urban, suburban and rural schools in seven states.

The educators integrated a standards-aligned set of 55 typical educational games into their curricula. Each teacher taught at least one class with the games and one class without.

The research found students in the classes with the games outperformed their peers on essay and multiple choice questions.

Kim Flintoff's insight:
When teachers used digital educational games in the classroom, students raised test scores by more than half a letter grade in only three weeks, according to a study from researchers at Vanderbilt University and partners at Legends of Learning, a research-driven educational game platform.
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David W. Deeds's curator insight, November 21, 12:06 AM

Thanks to Kim Flintoff. 

Presenters's curator insight, November 21, 4:52 AM
Cada vez más, los juegos se están convirtiendo en un recurso importante para el aprendizaje. Por ello, es importante que los educadores conozcan las formas en las que los juegos educativos pueden ayudar a mejorar el aprendizaje de los niños.
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Video: Balancing trust, creativity, and business in game UX

Video: Balancing trust, creativity, and business in game UX | Games, gaming and gamification in Higher Education | Scoop.it
It's not easy to ensure the user experience (or UX) that players have when booting up your game is enticing, effective, and streamlined -- especially when you're working on big games aimed at a broad audience.

At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers (from big game companies like EA, 2K Games, Ubisoft, WB Games Montreal, and Bungie) acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Kim Flintoff's insight:
It's not easy to ensure the user experience (or UX) that players have when booting up your game is enticing, effective, and streamlined -- especially when you're working on big games aimed at a broad audience. At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers (from big game companies like EA, 2K Games, Ubisoft, WB Games Montreal, and Bungie) acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
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Gaming to Learn: Research Meets Classroom Practice

Gaming to Learn: Research Meets Classroom Practice | Games, gaming and gamification in Higher Education | Scoop.it
A blog about 21st Century Learning. Dr. Z shares ideas, strategies, and tech for engaging learners. He writes for educators who make a difference.
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A blog about 21st Century Learning. Dr. Z shares ideas, strategies, and tech for engaging learners. He writes for educators who make a difference.
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Game design fosters real learning

Game design fosters real learning | Games, gaming and gamification in Higher Education | Scoop.it
The 2017 Australian STEM Video Game Challenge, which encourages students as young as 10 years old to design and build a video game, turns classroom learning into a reality.

Six winning teams in the 2017 Australian STEM Video Game Challenge were recognised at an awards ceremony at PAX Australia in Melbourne in late October. Presenting the awards, Stephanie 'Hex' Bendixsen (presenter of Seven’s screenPLAY and former presenter of ABC’s Good Game) commended not only the winners, but all students who created a playable game.
Kim Flintoff's insight:
And the winners are…

Years 5-8 Scratch – Marcus Carr, Bert Lee, Jayden Shi and Eric Shin, Chatswood Public School, NSW, for Asteroid Smash!

Years 5-8 Gamemaker – Jaxson Brown, Australind Senior High School, WA, for Cube Runner

Years 5-8 Open – Michael Ostapenko, home school, QLD, for Reaction

Years 9-12 Gamemaker – Jett-Lee Wetherald, Mason Brennan and John Saxon, Maroochydore State High School, QLD, for Shards of Azothornia: The First Shard

Years 9-12 Unity3D/Unreal Engine – Kye Ziebarth, Fabian Scheffler and Kenji McAuliffe, Churchlands Senior High School, WA for Goldberg

Years 9-12 Open – Jacob Thomas, Dylan Kalms-Taylor, Caleb Jeanes and Chloe Godfrey, Kalianna School, Bendigo, VIC, for Gizma’s Adventure

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Announcing The EdSim Challenge Winner   - EdSim Challenge

Announcing The EdSim Challenge Winner   - EdSim Challenge | Games, gaming and gamification in Higher Education | Scoop.it
We are delighted to share that today the U.S. Department of Education announced the winner in the EdSim Challenge! The Challenge launched in November, calling upon the virtual reality, video game developer, and educational technology communities to submit concepts for immersive simulations that will prepare students for a globally competitive workforce and spur an ecosystem of virtual and augmented reality technology in education.

Five finalists were selected out of an impressive 249 submissions. Each finalist received $50,000 in cash as well as in-kind prizes from Oculus and Samsung, and refined their submissions during the Virtual Accelerator. Finalists presented playable prototypes to the judges at Demo Day at the end of the Virtual Accelerator.

The winner is: 

Osso VR: A hands-on surgical training platform that enables users to practice cutting-edge techniques through realistic, hands-on simulations, bridging the gap between career exploration and career preparation.
Kim Flintoff's insight:
Osso VR: A hands-on surgical training platform that enables users to practice cutting-edge techniques through realistic, hands-on simulations, bridging the gap between career exploration and career preparation.
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Susanna Pollack

Susanna Pollack | Games, gaming and gamification in Higher Education | Scoop.it
Susanna Pollack is the President of Games for Change, the leading global advocate for the power of games and virtual realities as drivers of social impact. In her role there, she produces the annual Games for Change Festival, the largest gaming event in New York. This year she spearheaded their new VR for Change Summit as part of the Festival. Susanna works closely with organizations that are actively pursuing digital games to further their public mission. For clients, including American Express Foundation, United Nations, the Women's Sports Foundation, and the Smithsonian Museum, she has initiated dozens of programs to advance the games-for-good sector.
Kim Flintoff's insight:
Susanna Pollack is the President of Games for Change, the leading global advocate for the power of games and virtual realities as drivers of social impact. In her role there, she produces the annual Games for Change Festival, the largest gaming event in New York. This year she spearheaded their new VR for Change Summit as part of the Festival. Susanna works closely with organizations that are actively pursuing digital games to further their public mission. For clients, including American Express Foundation, United Nations, the Women's Sports Foundation, and the Smithsonian Museum, she has initiated dozens of programs to advance the games-for-good sector.
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(15) Yesterday’s Tomorrow - Motivating Millennials to Save Money through Gaming - YouTube

How do you motivate someone to change their behavior to impact positive long-term change? One way is to encourage people to "game for good," by designing a game that changes people's perceptions and behaviors around a social cause. In this presentation, the Ad Council's digital team will share challenges and lessons learned from a G4C design challenge to encourage millennials to adopt better saving habits.
Kim Flintoff's insight:
How do you motivate someone to change their behavior to impact positive long-term change? One way is to encourage people to "game for good," by designing a game that changes people's perceptions and behaviors around a social cause. In this presentation, the Ad Council's digital team will share challenges and lessons learned from a G4C design challenge to encourage millennials to adopt better saving habits.
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(15) English Learning via Alphabear - YouTube

Spry Fox CEO David Edery discusses word puzzle game "Alphabear" and its anticipated sequel, supported by the US Department of Education. Edery discusses why Spry Fox decided to focus its educational ambitions on the Alphabear IP, explain the studio's prototyping process and share the features that have been prototyped thus far, and share the studio's future plans for Alphabear.
Kim Flintoff's insight:
Spry Fox CEO David Edery discusses word puzzle game "Alphabear" and its anticipated sequel, supported by the US Department of Education. Edery discusses why Spry Fox decided to focus its educational ambitions on the Alphabear IP, explain the studio's prototyping process and share the features that have been prototyped thus far, and share the studio's future plans for Alphabear.
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(15) Panel - Pick Me! Win More Fans With These Lessons from Platform Providers - YouTube

Discover what Noodle Markets, First Book and Samsung know about how audiences browse, evaluate and select the content they purchase. This panel will explore insights from user data and the latest market research to help inform strategies for planning and distributing learning games.

Speakers:
* Moderator: Michelle Miller (Co-Founder, Games and Learning)
* Ted Brodheim (Vice President, Vertical Business, Samsung Business)
* Nicole Neal (CEO, Noodle Markets)
* Jane Robinson (CFO/CSO, First Book)
Kim Flintoff's insight:
Discover what Noodle Markets, First Book and Samsung know about how audiences browse, evaluate and select the content they purchase. This panel will explore insights from user data and the latest market research to help inform strategies for planning and distributing learning games.
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Game developers on an educational mission: Dan Milward and Maru Nihoniho | New Zealand Council for Educational Research

Game developers on an educational mission: Dan Milward and Maru Nihoniho | New Zealand Council for Educational Research | Games, gaming and gamification in Higher Education | Scoop.it
This post is part of a short series to share highlights from NZCER's 2017 Games for Learning conference

As I noted in my last post, it’s not uncommon to find that people working in game development want to make a contribution to education.

But it’s one thing to aspire to this, and another thing to actually do it.

This post highlights two game developers, Dan Milward and Maru Nihoniho, who presented at Games for Learning as part of a symposium on “STEM and digital games”. (STEM is an acronym for science, technology, engineering and mathematics).

I see some interesting parallels between Dan and Maru’s stories. Both started off working in commercial game development, and over time, have gravitated towards an educational and social impact focus.  

How did this happen, and how are they trying to use their game development knowledge and skills to benefit learners?
Kim Flintoff's insight:
This post highlights two game developers, Dan Milward and Maru Nihoniho, who presented at Games for Learning as part of a symposium on “STEM and digital games”. (STEM is an acronym for science, technology, engineering and mathematics).
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Learning From Games – Games Beyond Stereotypes #01Firewatch

Learning From Games – Games Beyond Stereotypes #01Firewatch | Games, gaming and gamification in Higher Education | Scoop.it
I still remember the first time the concept of game-based learning was introduced to our learning design team at the office. Some of them were excited while some kept their distance from the discussion calling it silly. The ones who kept their distance are the ones who had a standard picture of video games in their minds (shoot, run, jump, race, fight, win) and hence couldn’t see a lot of inspiration coming in there in terms of design thinking and user experience.

The fact here is that even the ones that are excited have the same picture in mind. So what were these guys visualizing? That the learners will walk around shooting a bunch of guys whiles answering the questions? Or that they’ll be racing through different modules in the course? Neither of it makes sense.

In this blog post series, we’ll take a look at some games that are beyond the stereotypes. We’ll see what makes them special in terms of engaging the players as well as creating a meaningful play without having many attributes of a standard AAA title.
Kim Flintoff's insight:
In this blog post series, we’ll take a look at some games that are beyond the stereotypes. We’ll see what makes them special in terms of engaging the players as well as creating a meaningful play without having many attributes of a standard AAA title.
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Four cities to pilot water gamification models - The Source

Four cities to pilot water gamification models - The Source | Games, gaming and gamification in Higher Education | Scoop.it
Four cities are developing a user-driven Digital Social Platform (DSP) to share knowledge and experience of water related issues such as scarcity, security, quality, and water consumption in local authorities across Europe to help deliver EU water policy. The EU project, called POWER (Political and sOcial awareness on Water EnviRonmental challenges), is working with two UK cities–Leicester
Kim Flintoff's insight:
Four cities are developing a user-driven Digital Social Platform (DSP) to share knowledge and experience of water related issues such as scarcity, security, quality, and water consumption in local authorities across Europe to help deliver EU water policy.
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