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John Evans

Gamification in Education | Edutopia - 2 views

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    "The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) simply saw things as a battle between good and evil and wanted to fight on the side of good in an epic quest to make the world a better place. Points don't matter in gameplay, and grades don't matter, either. But when we tweaked the kinds of work he was doing in our Gamifi-ED project to focus on "world-changing games," he was suddenly engaged. Now his face lights up when he sees me. He's one of the first kids to class. He's an engaged gamer and, finally, an engaged student. "
John Evans

Everything parents need to know about esports - The Washington Post - 0 views

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    "Forget the image of a sulky video gamer alone in his bedroom with a computer and three days' worth of pizza boxes. Now that esports - live video game competitions - are a high school sport, young game enthusiasts might be moving into the spotlight. These kids aren't just taking over high school computer labs across the country; they're changing what it means to be a student athlete. And while you may not relish the idea of your kid spending even more time playing video games, pro gamers can make big bucks - and top student esports players can even win college scholarships."
John Evans

'Soon We'll All Be Gamers' -- THE Journal - 0 views

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    "Play is positive; gaming is good; and online engagement has begun supplying a generation with the love and feelings of connection that all humans crave. Some 7 billion hours a week are being poured into to this alternate world of engagement through online games. And 25 percent of Call of Duty players call in sick the day a new version the game comes out. These amazing and concerning facts paint a picture of the new world of gaming, said Jane McGonigal, who delivered the opening keynote address Wednesday at the FETC 2015 conference in Orlando, FL. The first person to earn a Ph.D. in the study of the effects of gaming, she is director of Games Research & Development at the Institute for the Future, a non-profit research group in Palo Alto, CA."
nakhonline

What is NFT - 0 views

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    A Non-Fungible Token, or NFT, is a type of account that makes a digital impression of any unique asset. Paintings, images, films, music, gifs - in short, anything that claims to be unique in some way - can all be included. They are highly valued by collectors, gamers, and art enthusiasts, and are purchased and sold at auctions.
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    A Non-Fungible Token, or NFT, is a type of account that makes a digital impression of any unique asset. Paintings, images, films, music, gifs - in short, anything that claims to be unique in some way - can all be included. They are highly valued by collectors, gamers, and art enthusiasts, and are purchased and sold at auctions.
John Evans

MinecraftEdu :: Home - 3 views

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    "Why Minecraft? Every day, more and more teachers are using the world-building game Minecraft to engage and educate. The game is a true phenomenon and gamers young and old are using it in countless creative ways. Practitioners of Games Based Education have realized the potential and have embraced Minecraft in classrooms around the world. Now you can too! What is MinecraftEdu? MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. We are working with Mojang AB of Sweden, the creators of Minecraft, to make the game affordable and accessible to schools everywhere. We have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom."
John Evans

How Do We Teach Digital Literacy to Digital Natives? - Edudemic - 6 views

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    "Is it possible for our students to be both digital natives and digitally unaware? Young people today are instant messengers, gamers, photo sharers and supreme multitaskers. But while they use the technology tools available to them 24/7, they are struggling to sort fact from fiction, think critically, decipher cultural inferences, detect commercial intent and analyze social implications. All of which makes them extremely vulnerable to the overwhelming amount of information they have access to through the digital tools they use-and love!-so much."
Keri-Lee Beasley

Being a Better Online Reader - The New Yorker - 4 views

  • Maybe the decline of deep reading isn’t due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention.
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    "Soon after Maryanne Wolf published "Proust and the Squid," a history of the science and the development of the reading brain from antiquity to the twenty-first century, she began to receive letters from readers. Hundreds of them. While the backgrounds of the writers varied, a theme began to emerge: the more reading moved online, the less students seemed to understand. There were the architects who wrote to her about students who relied so heavily on ready digital information that they were unprepared to address basic problems onsite. There were the neurosurgeons who worried about the "cut-and-paste chart mentality" that their students exhibited, missing crucial details because they failed to delve deeply enough into any one case. And there were, of course, the English teachers who lamented that no one wanted to read Henry James anymore. As the letters continued to pour in, Wolf experienced a growing realization: in the seven years it had taken her to research and write her account, reading had changed profoundly-and the ramifications could be felt far beyond English departments and libraries. She called the rude awakening her "Rip van Winkle moment," and decided that it was important enough to warrant another book. What was going on with these students and professionals? Was the digital format to blame for their superficial approaches, or was something else at work?"
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    Really interesting information on being a better online reader. The author suggests the following: "Maybe the decline of deep reading isn't due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention. (Interestingly, Coiro found that gamers were often better online readers: they were more comfortable in the medium and better able to stay on task.)"
John Evans

For the Hesitant Teacher: Leveraging the Power of Minecraft | MindShift | KQED News - 1 views

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    "If there's any video game that has successfully made its way into the classroom, it's Minecraft. There's a small subset of teachers using all kinds of digital games in interesting ways, but the blockbuster hit Minecraft and its educational counterpart MinecraftEDU have reached much wider audiences. But getting started with MinecraftEDU can be intimidating for teachers who don't consider themselves "gamers" and aren't sure how to harness the engagement and excitement of Minecraft. Luckily, there's a robust and global Minecraft teacher community to supply tips, support and even lesson plans."
John Evans

Soundplant: computer keyboard sample triggering for Windows & Mac - 2 views

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    "Soundplant turns your computer keyboard into a versatile, low latency sound trigger and playable instrument. Via drag-and-drop, easily assign sound files of any format and length onto 72 keyboard keys, creating custom soundboards that put hours of instantly-playing audio at your fingertips with no extra hardware needed. Soundplant is used for live music and sound effects, as a drum pad, as a unique electronic instrument, as an educational aid, and just for fun - in radio, television, theater, podcasting, presentations, studios, classrooms, arenas, clubs, museums, and churches - by DJs, musicians, engineers, sound designers, composers, teachers, magicians, puppeteers, comedians, public speakers, gamers, and more."
John Evans

Can't Code? This iPad App Will Easily Let You Make Your Own Video Game - 1 views

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    "There's no shortage of nit-picking gamers who feel they could easily make better video games than what's being released every week. And thanks to a new iPad app called Toy Engine, they can put their money where their mouths are and design their own side-scrolling video game, even if they've never written a single line of code."
John Evans

Hands-on: The 10 hottest new features of iOS 5 for iPhone and iPad | Multiformat | Pock... - 3 views

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    "This autumn, Apple's army of touchscreen gadgets will get what is perhaps their biggest update yet. iOS 5, which will be made available for most iPad, iPhone, and iPod touch users, will introduce roughly 200 new features."
John Evans

Top 10 best pirate games on iOS for International Talk Like a Pirate Day | Multiformat ... - 0 views

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    "Top 10 best pirate games on iOS for International Talk Like a Pirate Day"
John Evans

Here's How Gamer-Teachers Use Video Games In The Classroom - Forbes - 0 views

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    "Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU or SimCityEdu). These insights come from Joan Ganz Cooney Center at the Sesame Workshop, who recently released a study surveying K-8 teachers in order to understand how they are implementing digital games in their classrooms."
John Evans

Gaming's Not Just for Kids: What Educators Need to Know About Esports | EdSurge News - 0 views

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    "League of Legends, DOTA 2, Heroes of the Storm and-of course-Fortnite. You may recognize these as titles of popular video games, even if you aren't strictly a "gamer." The reality is that video games and the communities, organizations and players surrounding them have become big business-some worth potentially millions of dollars. These aren't just games anymore; they have emerged, along with other massive titles such as Overwatch, as a phenomenon it seems everyone is racing to catch up with. Playing these games competitively, known as esports, is on the verge of becoming not only a force in the business and entertainment world, but a factor in the classroom as schools start esports leagues and curriculum springs up around gaming culture. So what do educators need to know about it?"
John Evans

No Job Is Safe, But These Skills Will Always Be Valued in the Workplace - 2 views

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    "If you'd asked farmers a few hundred years ago what skills their kids would need to thrive, it wouldn't have taken long to answer. They'd need to know how to milk a cow or plant a field. General skills for a single profession that only changed slowly-and this is how it was for most humans through history. But in the last few centuries? Not so much. Each generation, and even within generations, we see some jobs largely disappear, while other ones pop up. Machines have automated much of manufacturing, for example, and they'll automate even more soon. But as manufacturing jobs decline, they've been replaced by other once unimaginable professions like bloggers, coders, dog walkers, or pro gamers. In a world where these labor cycles are accelerating, the question is: What skills do we teach the next generation so they can keep pace?"
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
Tom Stimson

Math Invaders Game - 2 views

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    By KidsNumbers.com
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