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Stephanie Fitzgerald

Glory, A History Board Game - Kickstarter - 0 views

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    This Kickstarter project aims to fund a standards-aligned history board game that engages students. The free companion web application will track students' progress, allowing for differentiated instruction while making the game "fun to play again and again: as players answer question cards, they earn badges and can unlock new careers and powers. The game becomes a story, a competition, and a World History simulation with limitless possibilities."
Stephanie Fitzgerald

GAMBIT: Do It Yourself Game Design - 1 views

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    Hear MIT GAMBIT Lab experts talk about engagement in practical terms--and get some hands-on experience designing a board or video game. The three-hour workshops are part of the Cambridge Science Festival; this event takes place on April 28 and requires a $5 preregistration. Though I'm sure EMF will be touched on one way or another in all of the workshops, I thought the Serious Games for Social Change workshop might be of particular interest to you all: "In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed. Furthermore ideas and sketches for proto-types will be developed and ways of realizing them will be discussed! The workshop gives the participants hands-on experiences and insights into the potential and limits of video games designed for social change. No pre-experiences are needed!"
Marium Afzal

Game-based Learning: A Paradigm Shifting Opportunity For Innovation - 3 views

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    One point not covered in the article is that there may be something inherently similar about "gamers" (such as a motivational, attentional, or perceptive profile) that makes them different types of learners than others. Yes, it's true that some people deeply enjoy the structured (some more/some less) challenges provided by games, both board and virtual...but others do not. The big question is, does it benefit a majority of learners (or, say, a majority of at-risk learners) to invest in curricula that leverages game-based-learning?
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    It may stray a bit from the topic of motivation, but here's a neuroscience article (that I found quite interesting) that discusses how a difference in striatal volume appears to affect how one's performance improves in playing a game: Erickson, K. I., Boot, W. R., Basak, C., Neider, M. B., Prakash, R. S., Voss, M. W., Graybiel, A. M., et al. (2010). Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 20(11), 1-9. doi:10.1093/cercor/bhp293
Amanda Comperchio

5 Top Social Games and Why They're So Successful - 2 views

  • 68.7 million Americans will be playing social games by 2012
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    In 3 out of 5 of these games users work on quest-like activities - Wow is #5; Mafia Wars is #4 & Farmville is #1. The other 2 resemble typical socialization when playing a game in person - "bragging rights" and playing a board game. They all seem to touch on at least one of the 3 components from Ryan & Deci - relatedness, competence, and/or autonomy.
Chris Dede

Singapore heritage game replaces fantasy with facts | Articles | FutureGov - Solutions ... - 2 views

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    A Singapore history game will resemble World of Warcraft
Xiaodi Chen

World Peace and other 4th-Grade Achievements Extended Trailer - YouTube - 0 views

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    A powerful game that teaches students to understand the operation of the world! The creator John Hunter is coming to Harvard on Monday! (http://www.gse.harvard.edu/calendar/?trumbaEmbed=view%3Devent%26eventid%3D104615526) 
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