One of the many tremendous resources offered by Jerry Blumgarten including sites to articles on games in learning, sites including learning games, etc.
An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform and uses transmedia to deliver a story that may be altered by participants' ideas or actions. The form is defined by intense player involvement with a story that takes place in real-time and evolves according to participants' responses.
"Think of it as an alternate world Cold War era spy adventure, if that kind of thing included stuff like blood sacrifices packed with dark beings."- Andrea Phillips, Balance of Powers Kickstarter campaign video. Before Adrian Hon and Naomi Alderman took to Kickstarter to fund the mobile app Zombies, Run, there was Balance of Powers.
This blog post speaks to a variety of benefits and ways to introduce video games in the English Classroom. Several games are discusses as well as gamification principals.
Daniel Floyd's video on Video Games and Learning featured in Mark Chen's HP Catalyst Academy's Crash Course in Gaming. The video provides a strong context for the value of tangential learning provided by games. It is presented in an 'in plain english' style.
"In this chapter, we (Steinkuehler and Squire) review studies of videogames and learning, organized in terms of the functional roles in which videogames are typically positioned: (2.1) as content providers, (2.2) as bait for other forms of valuable intellectual activity, (2.3) as vehicles for assessment, or (2.4) as
architectures for engagement whose design characteristics can be applied to other content and/or activity domains. We close with a discussion of the recent debate on evidence and the current challenges and trends in the area." (Steinkuehler & Squire, 2013)
I'm not the first person to admit that I don't have the firmest grasp on quantum mechanics or the computational mechanics that utilize them. Sure, I'll bust out the Schrodinger's cat situation at the many intellectual gatherings I'm totally invited to, but that's where my familiarity with all things quantum ends.
As mentioned in my last post, I am planning to gamify next Fall's first-semester FYC course, using Interactive Fiction (IF) and the multiplayer classroom model. The decision to do so came completely independently of a new MOOC that started this past week that focuses on Games Based Learning (GBL).
SMARTeacher is an advanced math learning software for kids grades 1-5 that uses adaptive technology to create a customized learning path for each and every user