Display.land generates 3D captures of physical spaces using the everyday smartphone camera, empowering anyone to create shared digital spaces for self-expression and creativity.
Bring your apps and games to life with real-time animation. Flare is a powerful design and animation tool, which allows designers and developers to easily add high-quality animation to Flutter, iOS, Android, Unity, OpenGL, C++, C#, OpenTK, HTML, JS, and other apps and games.
Futurism ( Italian: Futurismo) was an artistic and social movement that originated in Italy in the early 20th century. It emphasised speed, technology, youth, violence, and objects such as the car, the airplane, and the industrial city. Its key figures were the Italians Filippo Tommaso Marinetti, Umberto Boccioni, Carlo Carrà, Gino Severini, Giacomo Balla, and Luigi Russolo.
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
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.
Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provid
Good job! The use of video games is justified because they have the potential to be exploited for profit in scientific education. Gamification provides motivation to students and promotes teamwork.
Packed with expert perspectives and practical advice, our free How to Teach with Games eBook is an essential resource for educators aiming to integrate educational games into their classrooms!
For all, you who are technology lovers, AI enthusiasts, & casual consumers with peaked interest, here are 12 must see TED Talks on Artificial intelligence.
People have been grappling with the question of artificial creativity -- alongside the question of artificial intelligence -- for over 170 years. For instance, could we program machines to create high quality original music? And if we do, is it the machine or the programmer that exhibits creativity? Gil Weinberg investigates this creative conundrum.
Science Fiction Prototypes (SFPs) are works of fiction, intended to spur individuals to think about potential future digital / cyber capabilities that could effect us. They are plausible science f…
Hyper-Reality is a concept film by Keiichi Matsuda. It presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media.
Somewhere between the early Buddhist times and today, worries about game addiction have given way to scientific understanding of the benefits of play, rather than its detriments.
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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