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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The Future of eSports

The Future of eSports | Games, gaming and gamification in Higher Education | Scoop.it

Even today, people are still debating whether playing computer games professionally should be considered a sport or not. 

The truth is - it doesn't matter. According to the World Economic Forum, the global audience for eSports sits around 300 million fans. That's now officially enough people to render the question irrelevant. For all intents and purposes, eSports seems to be here to stay, attracting an ever-increasing number of players, viewers, advertisers, and support. 

In fact, eSports has grown in popularity so much that it's prize pool has now surpassed that of many popular sports. According to Business Insider, the US Open (2017, tennis) had the largest prize pool of all sports, at around 50 million US dollars. In second place, sits "The International 2017," an eSports tournament for the popular game Dota 2. The prize? 24.7 million US dollars. That's more than the Indy 500 (13.1 million) or the Stanley Cup (7 million).

Kim Flintoff's insight:
Even today, people are still debating whether playing computer games professionally should be considered a sport or not. The truth is - it doesn't matter. According to the World Economic Forum, the global audience for eSports sits around 300 million fans. That's now officially enough people to render the question irrelevant. For all intents and purposes, eSports seems to be here to stay, attracting an ever-increasing number of players, viewers, advertisers, and support. In fact, eSports has grown in popularity so much that it's prize pool has now surpassed that of many popular sports. According to Business Insider, the US Open (2017, tennis) had the largest prize pool of all sports, at around 50 million US dollars. In second place, sits "The International 2017," an eSports tournament for the popular game Dota 2. The prize? 24.7 million US dollars. That's more than the Indy 500 (13.1 million) or the Stanley Cup (7 million).
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Watchworthy Wednesday: How Video Games Amplify Learning

Watchworthy Wednesday: How Video Games Amplify Learning | Games, gaming and gamification in Higher Education | Scoop.it
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade. Among the results:

Video gaming has significant positive effects on reading, reasoning skills and mathematics achievement.
Games align well with STEM (science, technology, engineering and mathematics). For example, one study showed improvement in STEM performance of more than a grade of difference when using games to learn instead of textbooks.
Video gaming results in 20% higher self-efficacy, 11% higher declarative knowledge, 14% higher procedural knowledge and 9% better retention.
Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, collaborative problem solving and computer and technology fluency.
Kim Flintoff's insight:
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade. Among the results:

Video gaming has significant positive effects on reading, reasoning skills and mathematics achievement.
Games align well with STEM (science, technology, engineering and mathematics). For example, one study showed improvement in STEM performance of more than a grade of difference when using games to learn instead of textbooks.
Video gaming results in 20% higher self-efficacy, 11% higher declarative knowledge, 14% higher procedural knowledge and 9% better retention.
Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, collaborative problem solving and computer and technology fluency.
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Lon Woodbury's curator insight, January 28, 4:14 PM

When talking about video games/internet addiction, we have to remember there is another side to this narrative.  -Lon

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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, 2018 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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Valve Psychologist to Explore Brain-Computer Interface Research at GDC

Valve Psychologist to Explore Brain-Computer Interface Research at GDC | Games, gaming and gamification in Higher Education | Scoop.it
At GDC 2019 later this month, Valve’s Principal Experimental Psychologist, Mike Ambinder will present the latest research pertaining to brain-computer interfaces—using signals from the brain as computer input. Ambinder says that BCI is still “speculative technology,” but could play an important role in the way players interact with the games of the future.


As time moves forward, the means by which users interact with computers have becoming increasingly natural. First was the punch card, then the command line, the mouse… and now we’ve got touchscreens, voice assistants, and VR/AR headsets which read the precise position of our head and hands for natural interactions with the virtual world.
Kim Flintoff's insight:
At GDC 2019 later this month, Valve’s Principal Experimental Psychologist, Mike Ambinder will present the latest research pertaining to brain-computer interfaces—using signals from the brain as computer input. Ambinder says that BCI is still “speculative technology,” but could play an important role in the way players interact with the games of the future. As time moves forward, the means by which users interact with computers have becoming increasingly natural. First was the punch card, then the command line, the mouse… and now we’ve got touchscreens, voice assistants, and VR/AR headsets which read the precise position of our head and hands for natural interactions with the virtual world.
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Game-Based Learning: Preparing Students for The Future :: EdSurge Guides

Game-Based Learning: Preparing Students for The Future :: EdSurge Guides | Games, gaming and gamification in Higher Education | Scoop.it

"Two decades in, and it’s abundantly clear that one of the most effective ways to nurture the 21st century’s trademark skills—creativity, critical thinking, communication, collaboration—is by creating opportunities for kids to do what kids do naturally: play. So we’ve crafted this educators’ guide to game-based learning, packed with resources for gaming gurus and greenhorns alike."

Jim Lerman's insight:

 

A sizable, and growing, collection of resources on game-based learning for educators. Resources are grouped into 3 sections:  The Big Picture, Gaming in the Classroom, and Teaching with Minecraft. Don't miss the beginner's Minecraft video tutorial.


Via Jim Lerman
Kim Flintoff's insight:
"Two decades in, and it’s abundantly clear that one of the most effective ways to nurture the 21st century’s trademark skills—creativity, critical thinking, communication, collaboration—is by creating opportunities for kids to do what kids do naturally: play. So we’ve crafted this educators’ guide to game-based learning, packed with resources for gaming gurus and greenhorns alike."
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GwynethJones's curator insight, February 10, 10:40 AM

Gamification \\FTW//!

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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, 2018 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.

Kim Flintoff's insight:
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, 2018 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, 2018 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, 2018 8:51 PM
Dare to do something different in your classes.
David W. Deeds's curator insight, February 9, 2018 5:05 AM

Thanks to Peter Mellow.