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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.
IndieCade's 2020 flagship Festival is going virtual! As a distributed event, this new format will open new doors for opportunities, participation and access. IndieCade Anywhere and Everywhere will be a multi-day distributed celebration of innovation and innovators, of fresh new games and their creators, of new connections and old, of coming together as a community and welcoming new voices, friends, partners, creators, supporters, and enthusiasts. As a virtual event, the event is more global than ever with game creators from more continents able to join us safely and without financial barriers. It is exciting. This is a wonderful opportunity for your students to show their work. Submissions are now open through June 1st. As always, we invite all kinds of interactive works and are especially interested in students works, completed or in-progress. We also welcome faculty work!!! It is also important to us that there are no financial barriers and we are happy to work with each institution on a package deal or with individual students on financial aid options. All submissions also include a long list of benefits for submitting, importantly including a pass for each active team member to participate in IndieCade Anywhere and Everywhere’s special developer sessions, show-and-tell, networking and more. Make sure to visit our website to learn more about our 2020 submissions: www.indiecade.com/submissions
Lual Mayen, a refugee who fled South Sudan's civil war and learned to code in a refugee camp, has created a video game of his struggle. He hopes it will raise awareness among young people - and save lives.
Please join us in one or more of these interactive webinars on key issues in teaching and learning. April 2: Incorporating Virtual Reality in the Classroom, led by Aditya Vishwanath & Amrutha Vasan April 7: Teaching SEL Using Digital Storytelling and Augmented Reality, led by Laurie Guyon April 14: When Machines Read Minds—How Your Teaching is Going to Change, led by John Kolm April 29: Augmented Reality, Astronomy, Space Missions, and Astronauts, led by Denise C Wright April 30: Real Games Used by Real Teachers for Real Learning, led by John Fallon and Paul Darvasi, or by Paul Darvasi and John Fallon, I'm never sure which. May 6: How to turn games/activities into tools of evaluation and assessment, led by Marcia Downing May 13: What We've Learned Building Immersive Learning Classes, led by Jim Kiggens May 18: Designing and Using Games to Modify Behavior, led by Michael Beall We are going to be adding a whole bunch of exciting new content shortly. Make sure you are on our list to receive updates. *** We will be continuing to update our Spring Schedule. Stay tuned. ***
Take a journey through ancient Greece with Ubisoft’s Assassin’s Creed Odyssey Discovery Tour, one of the best educational games we’ve ever seen.
Classic video games can teach us a lot about user onboarding—including how to design for naive users, provide instructional scaffolding, encourage progress, and boost engagement. Here are 3 key user onboarding lessons from 1980s Nintendo games, with examples from your favorite SaaS products.
Minecraft: Education Edition is an open world game that promotes learning. We’ve compiled key resources to make your on-ramp as smooth as possible.
Students at Newlands Intermediate in Wellington were quick to embrace the indigenous language adaptation.
The esports industry is still young, but it is booming--and growth is expected to skyrocket. Learn about 5 new developments in the esports industry.
A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.
A new proof with important implications for game theory shows that no algorithm can possibly determine the winner.
Change The Game is Google Play’s initiative to build a diverse future in mobile gaming. To empower the next generation of game makers, we invite teens to tap into their imagination and share their own game idea to the Change The Game Design Challenge. Winners will have their game ideas built and launched on Google Play, receive scholarship money and more.
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This game-based learning Articulate Storyline 3 (360) template is a one player game. There are 70 random questions built into the game (14 main questions with 5 random per question). Just add your favorite sound effects, game music, and content to begin using in your classroom or online!
Formal game structures are the cornerstone on which game designers build their experiences. These structures shape what the designer intends to convey and what the player hopes to takeaway. Recognizing these formal structures helps your players define their experience.
Welcome to issue three of Ludogogy Magazine – ‘The Sustainability Issue’ This issue is all about how we can use games and gamification to make the world a better place, and particularly about environmental and business sustainability. Happy Earth Day! Explore: Biophilia and Biomimicry in learning design How Gamification of behaviour change can be implemented at scale How data from the distant past informs future simulations How games can engage employees in complex concepts such as sustainability Co-creation with teens Much more Why not be a contributor? This magazine could not exist without all the generous contributors who share their experience and expertise and write articles for us. I cannot express my thanks to all of you strongly enough. You are all amazing! We are now taking submissions for the following four issues. Don’t forget to note which one you are submitting too, when you send your drafts to info@ludogogy.co.uk Here are the theme and deadline details and some ideas to start you thinking about what you could submit. Issue 4 (May) ‘For the Players’– deadline 30 Apr – inspiration gained as a player / how it informs practice etc. You might want to look at how you have used a particular mechanic from a favourite commercial game, the game that made you want to be a designer, your first experience of a serious game etc. Issue 5 (June) ‘Dream Teams’– deadline 24 May – Looks at all aspects of teams – playing as a team, games designed to improve teamwork, theories around teams (e.g. Tuckman) and how they influence design etc. Issue 6 (July) ‘Once Upon a Time’– deadline 21 June – Explores how we use we use storytelling in our learning games and gamification design. How does narrative underpin learning? How can we help people develop or change their own stories? The power of analogy and metaphor etc.. Issue 7 (August) ‘The Diversity Issue’ – Deadline 19th July – Explores how diversity relates to games-based design. How can we use design to support diverse learners? How does diversity add value to our work? What lessons can we take from neurodiversity (or other kinds of diversity) to inform our practice? Etc.. Please ensure you read our submission guidelines before sending anything in. Stay Home, Stay Safe, Stay Playful
One teacher re-routed his class's Greece trip to Assassin's Creed. It's not the only game helping educators navigate the pandemic's challenges.
Via Peter Mellow
As the world contends with COVID-19, millions of students and teachers will be using Zoom (and services like it) for their classes and meetings for the foreseeable future. Since we’ll be spending so much time there, we thought it would be a good idea to engage game designers in figuring out how to use Zoom to do other things with each other–playful things like the micro social games found on sites such as protestgames.org; one-page RPGs conceived especially for telepresence; New Games Movement-style play activities; board game-style games custom-fit to the affordances of Zoom; social deduction games like Werewolf/Mafia superpowered by functions like custom backgrounds and breakout rooms; simple party games like Sid Sackson’s “The No Game,” but optimized around the ways we can relate over Zoom; and so on.
"There have been many misconceptions about whether gamification in eLearning is still as useful as before, or maybe it's dead. These misconceptions have been making waves in eLearning and hindering some organizations from using gamification as their learning strategy."
Via EDTECH@UTRGV, David W. Deeds
When used in a structured situation that includes supporting materials and discussions, empathy games can help deepen students' understanding of key t
Mini Melbourne is a world-first resource brought to life for the Metro Tunnel Education Program. In partnership with the Victorian Department of Education and Training, we have created 600,000m2 of Melbourne’s city centre in Minecraft. The Minecraft: Education Edition (Minecraft: EE) versions of Mini Melbourne support a range of classroom activities. Within this amazing virtual world, school students can explore the sights and landmarks of Melbourne and uncover our city's history. We're delighted to share Mini Melbourne with the public. Any Minecraft user can download Mini Melbourne for free from the Department of Education's Fuse site and start exploring.
Education in Games Summit 2019 is a great opportunity to build innovative teaching and learning to your primary and secondary students
With 25 years gaming experience, and nearly 15 years of well-being and teaching experience, my skillset is primed to tackle this issue by using my Intelligent Gaming Strategies to help gamers enjoy their games without it being the number 1 priority in their lives. I still enjoy playing video games a lot, but it’s part of a variety of engaging things that I do to be happy.
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals ab
One of the most effective ways to nurture the 21st century’s trademark skills is by creating opportunities for kids to do what kids do naturally: play
The International Council for Open and Distance Education (ICDE) recently published the first public document to provide practical advice to institutions considering the issuance of alternative digital credentials (ADCs).
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