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John Pearce

Filament Games - 5 views

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    Filament Games is a game production studio that exclusively creates learning games. Our core competency is producing games that combine best practices in commercial game development with key concepts from the learning sciences. Accordingly, our senior staff is comprised of individuals who are equal parts game and instructional designers; a "dual literacy" that allows us to engineer authentic gameplay mechanics (rules and interactions that directly correlate with specific learning objectives). Filament Games was founded in 2005 by education technology expert Dan White, game designer Dan Norton, and software engineer Alex Stone. In the time since, Filament has developed over 30 educational games for clients ranging from National Geographic's JASON Science to Justice Sandra Day O'Connor's iCivics Inc.
Rhondda Powling

A Guide to Game-Based Learning | Edutopia - 3 views

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    From @coolcatteacher "Is Game-Based Learning the Same as Gamification? Not exactly. Gamification is "applying typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity." Great classrooms often use both. Every day in my classroom, I'm using the essentials: gamification elements, reward systems, and game-based learning. I've already covered 5 Ways to Design Effective Rewards for Game-Based Learning. Let's learn how to pick the games."
Aaron Davis

IRIDESCENT: 5 Signals that an "Educational Game" Isn't Really a Game - 0 views

  • How can you spot the fake games masquerading as educational games?
  • 1. When walking through a demo of the game, the game designer stops to say "And this part is where the learning occurs."
  • 2. "And then to add the motivational element, we added a game component to the lesson."
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  • 3. Excessive use of the word "fun" in describing why the game works.
  • 4. Extensive in-game tutorials, as videos or text.
  • 5. Multiple choice items in the game that have clear right answers.
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    An interesting discussion of game-based learning and the false attempts to 'make games' for education.
John Pearce

Preschool Games - Play, learn, smile. Together! - DuckieDeck.com - 2 views

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    Duckie Deck is a nice educational games site. Each of the games is ad-free and is designed to help children learn something new or practice a skill. You'll find games for learning about potty training, kitchen appliances, and brushing your teeth. You'll also find games for practicing counting and games for learning the alphabet. Duckie Deck offers 125 games in all.
John Pearce

Concepts in Game Development (GamesDev) | Open2Study - 3 views

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    "There are lots of different skills that go into game development. This course is about key technical concepts in game development, and has been developed for people of many different backgrounds and skills. Some programming experience would be nice but is not required. We start by looking at the central role of game design and common development processes used in the industry. You will see how game software can be broken into parts that work together, and in particular the idea of game engines. We'll explore the relationship between game design, balance and player experience. Lastly we'll look at enhancing player experience though the use of AI techniques."
Rhondda Powling

How Game-Based Learning Can Help Students of All Ages Learn | Edudemic - 6 views

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    Game-based learning offers an approach where learning and play aren't at odds with each other; in fact, games are the vehicle and environment for learning.
John Pearce

Game-Based Learning for the Corporate World | trainingmag.com - 4 views

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    Great Stats on this site For generations, games have been used to teach concepts, skills, and knowledge. Think Yahtzee, Monopoly, and math; Scrabble and spelling; Mastermind, Qwirkle, and strategy; Clue and problem solving…the list goes on and on. Games are challenging, interesting, and engaging. And with the ever-enhancing technology landscape, games are more immersive than ever. Individual or massive multiplayer online games have grown exponentially in the last few years, and projections only show gaming consumption increasing.
Clay Leben

The Case for Videogames as Powerful Tools for Learning | PBS - 12 views

  • 1. Just-in-time learning. Videogames give you just enough information that you can usefully apply. You are not given information you'll need for level 8 at level 1, which can often be the case with schools that download files of information that are never applied. Videogames provide doable challenges that are constantly pushing the edge of a player's competence. This is similar to Russian psychologist Lev Vygotsky's Zone of Proximal Development. Lev Vygotsky 2. Critical thinking. When you play videogames you're entering a virtual world with only the vaguest idea of what you are supposed to do. As a result, you need to explore the physics of the game and generate a hypothesis of how to navigate it. And then test it. Because games are complex, you are continually reformulating and retesting your hypothesis -- the hallmark of critical thinking. 3. Increased memory retention. Cognitive science has recently discovered that memory is a residue of thought. So what you think about is what you remember. As videogames make you think, they also hold the potential to increase memory retention. 4. Emotional interest. Videogames are emotionally engaging. Brain research has revealed that emotional interest helps humans learn. Basically, we don't pay attention to boring things. The amygdala is the emotional center of the brain and also the gateway to learning. 5. We learn best through images. Vision is our most dominant sense, taking up half of our brain's resources. The more visual input, the more likely it is to be recognized and recalled. Videogames meet this learning principle in spades as interactive visual simulations.
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    Article offers several examples of games designed for learning and 5 game qualities.
Rhondda Powling

Nobel Prize website-All Educational Productions - 4 views

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    The site has an educational games site designed to help students learn about subjects in the areas of Physics, Chemistry, Medicine, Literature, Peace, and Economics. In all there are twenty-nine interactive games for students to play. Each of the science-related games and the economics game is based upon the research of Nobel Prize winners. The literature and peace games are based upon concepts central to the work of Nobel Prize winners in those fields.
John Pearce

Tony Vincent's Learning in Hand - Project Based Learning - 0 views

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    "Handheld computers are everywhere. From mobile phones to handheld games, it's a very familiar sight to see people of all ages gazing into screens that they can hold. Schools are discovering that handhelds like iPod touch and iPad make great learning tools. In fact, handhelds can play a big part in project based learning. Not only do projects motivate students because they use exciting handheld technology, but they also lend themselves to student voice and choice. Watch or read below to be inspired to bring project based learning into your classroom, learn strategies for creating effective driving questions, and see how an iOS handheld can play a role in the the planning, research/investigation, and presentation of projects."
John Pearce

Angry Birds to Minecraft: Game Dynamics and Learning - 0 views

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    "Updated at ISTE 2013! Explore what makes a game addictive, discover the five most addictive games, and learn about the five most powerful game dynamics and how you can use them in your classroom. See video of this presentation here: https://www.youtube.com/watch?v=euE-z_JzTow"
Priscilla Stadler

Games for Change (G4C) -- home - 0 views

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    "Games for Change (G4C) is a non-profit which seeks to harness the extraordinary power of video games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change. G4C acts as a voice for the transformative power of games, bringing together organizations and individuals from the nonprofit sector, government, journalism, academia, industry and the arts, to grow the sector and provide a platform for the exchange of ideas and resources. Through this work, Games for Change promotes new kinds of games that engage contemporary social issues in meaningful ways to foster a more just, equitable and tolerant society.
Rhondda Powling

The Best Online Learning Games Of 2015 - Part Two | Larry Ferlazzo's Websites... - 0 views

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    "In order to make it on this list, games had to: * be accessible to English Language Learners. * provide exceptionally engaging content, * not provide access to other non-educational games on their site, though there is one on this list that doesn't quite meet this particular criteria. * be seen by me during the second part of 2015. So they might have been around prior to this time, but I'm still counting them in this year's list."
suryabhai1

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John Pearce

For The Win » Blog Archive » Why gamification would rip open the classroom - 3 views

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    There is something in games based learning that seems to get missed out of much of the discussion. While it's common to think of using game-like approaches or video-games I find much of what is said revolves about how games work in terms of mechanics. Level ups, XP (experience) and badges seem to dominate the gamification dialogue. I wonder how you can gamify the workplace or the classroom without also exploring the more important aspects of why people play - how it feels to be immersed in a story that you feel a part of. Players are given badges and tokens all the time, except these don't provide that intrinsic motivation that people often associate with gamification. For the love of it. How do you get people to play for that reward?
John Pearce

Media MixED - 4 views

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    "When I was 10 years old I was hitting a digital puck across the screen with a digital paddle playing Pong. My son at age 10 was learning metallurgy and materials management in an online multiplayer game called Runescape! I knew nothing of the game at the time, and he soon showed me how he learned to collect items in the world in order to make new things that he needed to complete quests and gain experience. In particular, he showed me how he needed to collect certain metal ores, take them to a smelter to extract metals, and then take those to a forge to create tools or to a craftsman to make other things. This is one of the reasons that I am still excited about Minecraft."
John Pearce

The End of Education As We Know It | design mind - 4 views

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    "The new wave of educational tools include fresh ways of deploying phone and tablet apps, online games and videos, and social networking. The goal is to create effective learning tools, new methods of grading, and virtual classrooms of unprecedented sizes-even numbering in the tens of thousands online. While these goals have certainly been attempted before, the latest crop of mass-market, interactive learning tools are also intended for mass-market, global consumption. And enjoyment. "We should try to bring back the joy of learning because you want to learn, not because someone is going to give you a grade at the end of the semester," Schocken said in a recent interview."
Roland Gesthuizen

Educational building blocks: how Minecraft is used in classrooms - 9 views

  • Class begins with the students away from the game, as Levin explains the goals for the day. Then they go to work, often in pre-built worlds created by Levin which feature specific tasks to accomplish or puzzles to solve. But they always need to work together.
  • Levin actually views these negative behaviors as a positive aspect of the lesson, and will often stop the game to address these concerns. He sees it as a way to help shape the way his students behave in an online environment, showing them the importance of acting in a responsible and considerate manner.
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    "With its open-ended nature and robust creation tools, Minecraft has been used to create some amazing things. And as one teacher learned, those very same elements that make the game so compelling also make it a great educational tool.
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    A fun game to try out, don't let the graphics distract or confuse you. This is easy to use, bigger and much more complicated than it first looks. Good learning potential.
titechnologies

How Artificial Intelligence (AI) Will Change Magento eCommerce stores - TI Technologies - 0 views

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    As digital transactions become the definitive method of purchasing goods and services, leading eCommerce firms are exploring how AI can enhance brand competitiveness and customer loyalty. Artificial Intelligence is set to be a game-changer to shape the next stage of the e-commerce evolution. Artificial intelligence provides passel of opportunities to the e-commerce industry where retailers compete to provide the maximum customer convenience, by providing the ultimate shopping experience. With continuous advances in digital voice technology, AI tools such as Alexa, Cortana, and Watson, are gracing headlines almost daily, hinting at the wide scope of opportunities it has to revolutionize eCommerce stores. Here we show 6 amazing applications to use Artificial Intelligence in eCommerce. * Create customer-centric search- By implementing Artificial intelligence in Magento creates purchase assistants that target the right users, with the right messages at the right time.AI programs can rely on self-learning algorithms to deconstruct Bigdata of thousands of customers and create targeted user experiences, hence ruling out any human-bias or error. * Context-based search- Product Search functionality is an integral part of a Magento store as the shopping process begins with the search for relevant products. If Magento individualizes some impressive extensions, they might be nothing as compared to the effectiveness of AI-powered searches. Here usual searches rely on the Keywords entered by the user and only when there is a correct match, your searches will dish out the right search results. But AI-powered product searches will look for the context of the search, utilize the capability of Natural Language Process to generate context-based search terms rather than typical keywords. * Facilitate Purchase Decisions- Purchase Assistants are something that is still not fully released. Using the concept of virtual Purchase assistant we can cut down the time spent by shoppers
Rhondda Powling

4 Pics 1 Word game, Make your own to use in the classroom! | Smarter Learning - 4 views

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    An interesting way to use the app to enhance student learning bu creating word games using pictures. There is an Android version of this tool.
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