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John Evans

Mr P's ICT blog - iPads in the Classroom: Inspiring writing through the new Pixel Press App - 0 views

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    "Prince of Persia - £335 million at the box office. Lara Croft: Tomb Raider - £150 million at the box office. Resident Evil - £200 million at the box office What do all these movies have in common? They are all video games that were developed into films. With other popular video games currently being made into films, such as, Angry Birds, Temple Run and Assassin's Creed, it seems Hollywood is exploiting the popularity and the storytelling potential of video games. Why not do it in the classroom?"
John Evans

Instructure Launches Minecraft MOOCs for K-12 -- THE Journal - 0 views

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    " "Even young kids have gotten very adept at Minecraft, so it can be quite intimidating for teachers," said Jason Schmidt, an instructional technologist for Bennington Public Schools who will teach the four-week MinecraftEdu MOOC, in a prepared statement. "If I can help get teachers over that hump, imagine how delighted students will be to have a learning environment tailored to their interests for a change." The other, Minecraft for Educators, "is a course for teachers who are wishing to gamify their learning experiences and deliver a unique pedagogy that will engage, enthuse and keep learners coming back for more," according to information released by the company. Both MOOCs are available through the Canvas Network. Minecraft for Educators will start January 26, 2015 and run through March 9. The company has also released a Minecraft app to allow students to submit assignments to the Canvas learning management system from within the game. Using the app, students can tag what they've made in the game for their teachers to visit, upload books they've written in game directly to the speed grader or use the game's circuitry tool to complete assignments that will be automatically graded. A video demonstration of the app is available at YouTube. Other MOOCs for teachers in the suite include: Digital Literacies 1; Digital Literacies 2; Five Habits of Highly Effective Teachers; Teachers without Borders: Educating Girls; and Tinker, Make and Learn. Among the other MOOC offerings in the new suite is a course designed specifically for parents, Parenting in the Digital Age, which aims to help them address issues such as cyberbullying, digital citizenship, exposure to inappropriate content, media literacy and screentime. Taught by Andrew Swickheimer, director of technology at Noblesville Schools, the self-paced course opens September 22. "Parental involvement in K-12 education has one of the biggest impacts on a child's commitment to learning," said Jared Stein, vice pres
John Evans

Engineering Gift Guide | INSPIRE - 1 views

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    "Toys, games and books can support children's early development of knowledge and skills related to engineering as well as science and mathematics. Reserach has shown many of the toys, games and books that support engineering learning are more often purchased for boys than for girls. Through the Engineering Gift Guide, the INSPIRE Research Institute for Pre-College Engineering is raising public awareness of the many toys, games and books that promote engineering learning and are fun for both boys and girls."
John Evans

Minecraft's New Oregon Trail Experience Has Everything-Even the Dysentery | EdSurge News - 1 views

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    "Remember the Oregon Trail? Of course you do, it's the game the internet won't let you forget. Thirty-two years after the first full-color graphic version hit the Apple II, Houghton Mifflin Harcourt-the current owner of the Oregon Trail franchise-is teaming up with Microsoft on a new world that ports many of the landmarks and features of the original game into Minecraft. Announced this morning in a Microsoft blog post, the new world, called The Oregon Trail Experience, is exclusive to Minecraft: Education Edition, the version that replaced the popular MinecraftEdu late last year. Microsoft acquired Minecraft from Swedish game developer Mojang in 2014."
John Evans

5B become iPad game developers! › Davyhulme Primary School - 2 views

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    "We have been using the iPads to help develop our Literacy, ICT and Art skills with a exciting project."
John Evans

Cargo-Bot, An Addictive iPad Game That Teaches Programming Concepts | Co.Design: business + innovation + design - 0 views

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    "The key to learning to code is learning to think like a computer--which is a hard thing to do. "It requires structured thinking, ability to abstract details away, and there's little margin for error--one little typo and your program might do something entirely different from what you wanted," says game developer Rui Viana. "
John Evans

Free Technology for Teachers: Gen i Revolution - A Personal Finance Game for Middle School and High School Students - 1 views

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    "Gen i Revolution is an online game designed to help middle school and high school students develop and test their knowledge of concepts in personal finance. Gen i Revolution contains fifteen "missions" in which students have to select "operatives" to assist them. Each mission is designed to help someone make better personal financial decisions. Some of the mission topics include credit, budgeting, and investing for the future. "
John Evans

Kahoot! is gamifying the classroom (Wired UK) - 2 views

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    ""The minute you're born, you learn by playing together," says Åsmund Furuseth, VP for business development of Kahoot!, a game-based learning platform with one exclamation mark and 13 million monthly users. Furuseth and his colleagues at Kahoot! want students, parents and teachers to keep that process going into school and beyond. His company enables anyone to create their own game-based educational content, and helps to found new types of classrooms in which to best exploit it. Furuseth tells WIRED.co.uk he wants to "create an emotional connection between the learners so that they learn much better together -- this is what we believe is the future of how you learn"."
John Evans

GenI Revolution : Home - 5 views

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    Developed for middle school and high school students, this online game gives your students the chance to learn important personal finance skills as they play and compete against fellow classmates. The game includes fifteen Missions in which students attempt to help people in financial trouble. Students join the Gen I Revolution, strategically select their Operatives, and begin to explore and earn points as they work to complete each Mission.
Tod Baker

How Social Gaming is Improving Education - 3 views

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    "Social gaming has a come a long way from the days when a dozen students would squint at a 10-inch screen of Oregon Trail. The 2000s seemed to be the decade of case studies: Bold educators willing to experiment with developing technologies. But now, the involvement of major funders, such as the Bill and Melinda Gates Foundation, points to an industry that is on the cusp of freeing education from its 2D textbook prison."
John Evans

From Instruction to Construction: Rethinking the Classroom Model with Globaloria -- THE Journal - 8 views

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    Schools in two states are piloting a game development program that weaves Web 2.0 skills, such as blogging, advanced social networking, and wiki contribution and use, with the full range of 21st-century skills, including collaboration, problem solving, decision making, and digital citizenship.
John Evans

The Question Game: A Playful Way To Teach Critical Thinking - 1 views

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    "The Question Game: A Playful Way To Teach Critical Thinking Big idea: Teaching kids to ask smart questions on their own A four-year-old asks on average about 400 questions per day, and an adult hardly asks any. Our school system is structured around rewards for regurgitating the right answer, and not asking smart questions - in fact, it discourages asking questions. With the result that as we grow older, we stop asking questions. Yet asking good questions is essential to find and develop solutions, and an important skill in innovation, strategy, and leadership. So why do we stop asking questions - and more importantly, why don't we train each other, and our future leaders, to ask the right questions starting from early on? In A More Beautiful Question: The Power of Inquiry to Spark Breakthrough Ideas, Warren Berger suggests that there are three main questions which help in problem solving: Why questions, What If questions, and How questions."
John Evans

Kids Are Using Minecraft To Design A More Sustainable World | Co.Exist | ideas + impact - 0 views

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    "If you're going to communicate effectively with young people, it helps to do it in a language and format they understand. Like Minecraft, for instance. One hundred million people already play the Swedish-born game, and even those who haven't played can soon appreciate its build-it-with-blocks vernacular. UN-Habitat, the UN's agency for sustainable urban development, has a program to improve public space in developing world cities. It helps build new parks, squares, sports fields, and sidewalks, and promotes the value of public space to local people. Recently, it's used Minecraft to engage young people."
John Evans

15 Tech Toys Turn Play into Learning - Intel iQ - 5 views

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    "From an electricity-generating soccer ball to a doll that chats and remembers previous conversations, a sampling of new tech toys take play beyond the screen and into the real world - all while augmenting education and play. Just when many parents feared they'd lost their children to the screen, concerned that their growing brains might be stunted from too many hours crushing gumdrops, tech toy developers have come to the rescue. Capitalizing on recent advances in technology, developers are now creating toys designed to build brain power and skills. Unsuspecting children - Shhhh! - continue to believe it's all fun and games."
John Evans

Ed/ITLib DL → Children's Sense of Self: Learning and Meaning in the Digital Age - 0 views

  • Children’s Sense of Self: Learning and Meaning in the Digital Age
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    This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
John Evans

Teaching Kids to Code: Text-Based vs Block-Based Programming - 4 views

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    "About two decades ago The MIT Media lab introduced the concept of block-based programming. The idea was to develop an interface that allowed computer programs to be built by simply dragging and dropping puzzle blocks to represent complex programming constructs and commands. With this new method for teaching and learning computer science, the hugely popular Scratch platform was born. This approach lowered the bar for experimenting with programmatic thinking, making it possible for students to create interactive animations and small games without writing a single line of code. This simple concept removed the need to learn the syntax of a formal programming language, and made teaching and learning the basics of computer science accessible to younger learners and to teachers with no formal coding background. Outside of the classroom though, coding has always been, and still remains, a process of typing letters, numbers and symbols. This text-based programming, used in programming language such as C, Javascript and Python, requires coders to obey and conform to formal syntax. Despite the pain of dealing with typos in names of variables and inevitable syntax errors, no other coding method designed to be more "user friendly" has really caught on. Tools have been offered for managers to define business logic through a graphical user interface without writing lines of codes. Or for web developers to add interactive behaviors to their websites without learning Javascript. But in reality, neither of those substitute the power and flexibility of text-based programming. And with neither winning significant adoption, the demand for the classic skill of text-based coding continues to grow and grow."
John Evans

A Different Approach to Coding - Bright - Medium - 0 views

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    "We are strong proponents of children learning to code, but we have concerns about the motivations and methods underlying many of these new learn-to-code initiatives. Many of them, motivated by a shortage of programmers and software developers in industry, focus especially on preparing students for computer science degrees and careers, and they typically introduce coding as a series of logic puzzles for students to solve. We co-founded the Scratch Foundation in 2013 to support and promote a very different approach to coding. For us, coding is not a set of technical skills but a new type of literacy and personal expression, valuable for everyone, much like learning to write. We see coding as a new way for people to organize, express, and share their ideas. This approach to coding is embodied in our Scratch programming software developed at the MIT Media Lab and available for free online. With Scratch, children ages eight and up snap together graphical programming blocks to create interactive stories and games with animated characters. They can share their projects in the Scratch online community, where others can try them out, give feedback and suggestions, and even revise and extend the projects with their own ideas."
John Evans

Learning.com Partners with Codesters to Develop K-8 Coding Curriculum -- THE Journal - 0 views

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    "Ed tech company Learning.com is partnering with Codesters, a platform for K-12 computer science instruction, to develop EasyCode Pillars, an online interactive curriculum that incorporates coding challenges and game design into the classroom to cultivate students' coding skills. This digital literacy resource is designed to offer students a dynamic, hands-on coding experience, while providing teachers with an easy instructional solution for use in the computer lab or in the classroom."
John Evans

Let them play! Kids need freedom from play restrictions to develop - 1 views

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    "You may have heard of play. It's that thing children do - the diverse range of unstructured, spontaneous activities and behaviours. Children play in many ways, including by exploring movements, constructing with equipment, creating games, using imagination and chasing others around a playground. The UN Convention on the Rights of the Child recognises play as every child's basic right. But play is becoming extinct. Global studies, across generations, have confirmed outdoor children's play has been declining, across all age groups, for decades. Play is every child's basic right. from shutterstock.com Unstructured play improves learning and social and physical development. Providing a variety of play options, improved play access and fewer restrictions can encourage children to engage in physical activity with peers in line with their imaginations."
John Evans

Reflecting on the Making Process | User Generated Education - 2 views

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    "In line with reflecting on experiences, I developed a list of questions and a board game (I love using board games in my classrooms of all ages from elementary to graduate level!) to help with reflecting on the maker process following the completion of maker projects. The purpose of these tools is to increase the possible learning and insights that learners extract from their maker projects."
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