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Dianne Rees

ePatient Connections 2010: Limitations of Exergaming | Health Games Analyzed by healthG... - 0 views

    • Dianne Rees
       
      Video games good for maintenance and basic self-monitoring but should include more support channels to change behaviors for those just starting to lose weight, interested in diabetes control etc. Channels can include social networking, information resources, etc.
krys_van

Civilisation VI - How Will They Improve on the Previous Version? | Games News - 0 views

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    Civilisation V was released in 2010 and went on to be a big success story. The franchise has sold over 33 million units over the years with Civilisation V bein
Madelyn Powell

Movies To watch Now On Netflix - Medium - 0 views

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    Medium (season 7) is the 7th and final season of Medium, an American television series, began broadcasting September 24, 2010 on CBS. Patricia Arquette stole everyone's hearts as the super mom she was in the popular-'oos series, Medium.
Dianne Rees

5 Predictions for Game Mechanics in 2011 - 1 views

  • In 2011, we’ll start to see the first successful examples of game mechanics used for health — largely around big data streams and mobile, building off Fitbit, Nike+ GPS and other monitoring and measurement ecosystems
  • We’ll see the first “gamified” textbooks from publishers while federal and state governments will continue to innovate and support initiatives in education
Dianne Rees

Adam Gerson's Superb Presentation: Serious Games In Construction | SERIOUS GAMES MARKET - 0 views

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    According to the Construction Industry Institute, CII's October 2009 White Paper Serious Gaming in Construction, authored by Aivars E. Krumins, P.E., some companies have begun going to high schools and even elementary and middle schools to introduce students to engineering and the construction industry.
 Lisa Durff

Issues of Gamification Design: Part 1 « Char 141 : Ben Sawyer's Personal Blog - 1 views

  • “a SERIES of INTERESTING decisions.”
    •  Lisa Durff
       
      A game must be interesting enough to hold attention, create a sense of flow, or it fails as a game.  Commercial games are excellent at holding attention.  Educational games often do not hold attention.
Dianne Rees

3 Barriers to adoption of Serious Games/Immersive Learning Simulations | Kapp Notes - 0 views

  • First, it is important to understand that a game/simulation is not educational just because it is a game/simulation. Instead, a game/simulation is an effective educational tool primarily because of the high level of interactivity and instant feedback. Well designed games/simulations engage the learner in a constant decision making process. The learner is forced to interact and think through the content and then witnesses immediate or near immediate feedback based on his or her actions. So the most critical aspect is not the technology (which is the focus of many when thinking about games/simulations) rather the most critical aspect is the design. The design must be interactive and provide realistic or corrective feedback as the learner progresses and the game/simulation must maintain a balance between anxiety and boredom which is known as the elusive “flow state.”
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