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Game2Game - Home - 0 views

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    "During this semester-long course, you will be spending a lot of time playing video games (woohoo!) but you'll also spend time getting critical about the games you play and the way in which video games reflect and shape your attitudes to other people, yourselves and the world! Of course, you will also get to be creative as well by creating your own online game reviews and designing your own video game. "
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Games for Change - 0 views

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    Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts. Unlike the commercial gaming industry, we aim to leverage entertainment and engagement for social good. To further grow the field, Games for Change convenes multiple stakeholders, highlights best practices, incubates games, and helps create and direct investment into new projects.
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Fun and games - 1 views

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    "VIDEO games have become one of the most notable features of our culture, yet the industry receives relatively scant attention in mainstream media. This is not only curious, it is unfortunate; because many parents and carers and educators remain unnecessarily wary of this crucible of creativity. The reach of these games is expanding with the take-up of smartphones and tablet computers. A recent study by the head of media communications and technology at Bond University, Jeffrey Brand, found that about 95 per cent of Australian children under 15 play video games."
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» Blog Archive Five ways to 'gamify' your elearning - Saffron Interactive - 0 views

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    "Gamification - the use of game play mechanics for non-game applications - promises much: an engaging, dynamic, memorable and rewarding learning experience. But it can be very difficult to know where to start. Most of us know and enjoy games, but how do those experiences relate to the elearning course that you're working on right now? I'm a developer at Saffron with a background in games and app design, and so to help, I've compiled a list of my top five gamified elements that can help to improve 'traditional' elearning."
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Me, my son and Minecraft | Life and style | The Guardian - 0 views

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    "Minecraft - 'a game about breaking and placing blocks' - is one of the world's biggest-selling computer games. When Jane Costello wanted to find out why her son Otis, eight, was so smitten, she quickly found out about its infinite possibilities"
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are you game | Scoop.it - 0 views

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    Judith Way's gaming Scoop-it
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How To Get Started in Minecraft | Games | Learnist - 1 views

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    This is a neat Learnist for folk who are totally new to Minecraft "Minecraft -- the blocky game of breaking blocky blocks and building larger blocky things while avoiding death at the blocks of blocky bad things. Millions of people play this game worldwide!"
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#MysterySkype - Skype in the classroom - 1 views

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    "Mystery Skype is an educational game, invented by teachers, played by two classrooms on Skype. The aim of the game is to guess the location of the other classroom by asking each other questions. It's suitable for all age groups and can be used to teach subjects like geography, history, languages, mathematics and science."
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Minecraft or MinecraftEdu at School? Pros, Cons, and What it's Great For | graphite Blog - 0 views

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    "One of the great things about Minecraft is that there's not just one version. It exists as a stand-alone game, but creative players also create modifications, or "mods," that add all sorts of upgrades, features, and options for every taste. One of the most popular mods for classrooms is MinecraftEdu. Since it's targeted at classrooms, teachers may be tempted to ignore Minecraft and head straight for MinecraftEdu -- but not so fast! Both Minecraft and MinecraftEdu can serve as great learning tools. So which version is right for you and your classroom? Consult this list of pros, cons, and suggestions to make your decision."
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ABC Zoom - Splash Zoom - 0 views

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    ABC Zoom is a browser-based game primarily aimed at year 9 and 10 students to bring back the fun in science learning. The core objective is to engage, via gameplay, with the fundamentals of charge and electromagnetic radiation, and gain a sense of their importance in the world around us.
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Minecraft: more than an obsession, an educational tool - 0 views

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    "Around the world, Minecraft is being used to educate children on everything from science to city planning to speaking a new language, said Joel Levin, co-founder and education director at the company TeacherGaming. TeacherGaming runs MinecraftEdu, which is intended to help teachers use the game with students."
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Multimedia Learning Resources - Educaplay - 0 views

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    Educaplay is a platform to create Flash and HTML5 Multimedia Teaching Activities such as crosswords, maps, fill the blanks, matching games, video quizzes, slideshows and more
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MediaShift . The Literacy of Gaming: What Kids Learn From Playing | PBS - 0 views

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    ""When people learn to play videogames," according to James Paul Gee, "they are learning a new literacy." This is one of the reason kids love playing them: They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges. And one that feels more congruent with the nature and trajectory of today's world. "
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Pinky Dinky Doo - 1 views

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    Pinky Dinky Doo harnesses the power of television, print, and interactive media to promote reading and imaginative storytelling. To achieve this, Pinky invites children to participate in funny and fantastic stories, games, and songs that support critical early literacy skills.
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Splash Home - splash.abc.net.au - 1 views

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    "ABC Splash is a new education website for Australia, packed with 100s of videos, audio clips and games. Totally free to watch and play at home and in school."
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Being a Digital Native Isn't Enough | Guest Blog, Scientific American Blog Network - 0 views

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    "This leaves us with the question of how to inspire students to look through Internet search results with tenacity, to approach new technologies that may require more problem-solving skills, and to address tasks that are not as instantaneously gratifying as playing video games. It is our role as teachers to help students develop the skills to problem solve independently and collaboratively use 21st-century skills while not relying on technology to do all of the thinking for them."
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Here's What Social Networks Know About You - 0 views

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    A read through most online privacy policies is enough to make your stomach acid curdle. And social media companies have more access to personal data than most. Some collect information you expressly give them, like your credit card and telephone numbers. Others gather data based on how and where you use their services. This might include anything from device and browser information to location intel. And some of it gets really specific - think about your last search query or ad click. It's probably all "fair" game. Depending on the type gathered, social networks use data to enhance location services and target advertising (now you know why that sunglasses website you visited three months ago follows you all over the web). A few social sites even share certain information with marketers and/or third-party partners - in that case, you are responsible for familiarizing yourself with those other companies' policies as they apply to you and your information.
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Gooru - 1 views

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    Teachers and students can use Gooru to search for rich collections of multimedia resources, digital textbooks, videos, games and quizzes created by educators in the Gooru community. Gooru is free (of cost and ads) and developed by a 501(c)(3) non-profit organization whose mission is to honor the human right to education.
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Gooru - 0 views

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    Teachers and students can use Gooru to search for rich collections of multimedia resources, digital textbooks, videos, games and quizzes created by educators in the Gooru community. Gooru is free (of cost and ads) and developed by a 501(c)(3) non-profit organization whose mission is to honor the human right to education. Search for the best multimedia resources on the web. Customize your favorite resources, collections and quizzes. Study from collections of resources created by teachers. Interact with the Gooru community of teachers and students. Practice with enhanced quizzes that provide instant feedback. Share your knowledge about topics you are passionate about.
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Learning with 'e's: Learners as producers - 0 views

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    "For the longest time teachers and lecturers have held the monopoly on the production of academic content. They create lesson plans, produce resources, devise marking schemes and search around for activities and games they can repurpose to use in teaching sessions. Although the production of content has been the preserve of the teacher and the academic since the formalisation of education, increasingly, we also see learners creating their own content. They have the tools, they own the technology, and they have the confidence to use them, not only informally, but increasingly in formal learning contexts. Many are prolific and proficient in producing blogs, podcasts, videos and photos for sharing on the web. They can do it all using the simple smartphone in their pocket. This user generated content trend is apparent not only in universities and colleges but also in the compulsory education sectors."
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